Computer-readable program stored in a memory for implementing a game

ABSTRACT

There is provided a gaming machine which enhances interest in the entire game by diversifying the contents of the game, such as an RPG, and enables players to play a game adjusted to the individual players. When an object for ring customization is determined to be able to change a ring type, the ring type can be changed from a normal ring to another ring in accordance with an operation input. Moreover, when an ally character is in an Anomalous Status upon sustaining attacks or the like from an enemy character, the ranges of timing areas, the preset rotational speed and the preset number of revolutions of the rotary bar, and the size of a judgment ring are corrected in accordance with the type of a cause which has brought the ally character into the Anomalous Status.

RELATED APPLICATIONS

This application claims the priority of Japanese Patent Application Nos.2003-175136 and 2003-175137 filed on Jun. 19, 2003, which areincorporated herein by reference.

Further, this application is related to co-pending U.S. patentapplication entitled “COMPUTER-READABLE PROGRAM PRODUCT AND GAMINGMACHINE”, Ser. No. 10/869,973 (referred to as prior Japanese PatentApplication Nos. 2003-175064, 2003-175065 and 2003-175066 filed on Jun.19, 2003). This application is also related to Japanese PatentApplication Nos. 2003-175618, 2003-175620, 2003-175622 and 2003-175623filed on Jun. 19, 2003. The co-pending applications includingspecifications, drawings, and claims are expressly incorporated hereinby reference in their entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a computer-readable program product forimplementing a game in which a plurality of characters are displayed ona display screen and a player is caused to select action patterns of thecharacters, to thus cause the game to proceed. The present inventionalso relates to a gaming machine constituted of a computer or specifichardware for executing the game.

2. Description of the Prior Art

Various games have already been provided, wherein a virtual world of thegame appears on a screen of a computer or a TV (television) set. In thevirtual world, a player controls characters in the game by means ofentering commands by way of operation means, such as a controller or thelike, thereby causing a predetermined story to proceed. These games aregenerally referred to as “RPGs” (Role Playing Games).

A commonly known RPG is as follows (see, e.g., Japanese UnexaminedPatent Publication No. 2002-200354). Specifically, a combat situation isembedded in the RPG, wherein a character (hereinafter called an “allycharacter”) controlled by the player battles against enemy characterscontrolled by a computer. The ally character acquires an experiencevalue and virtual currency by means of defeating the enemy characters inbattle. Thus, a story is caused to proceed while the level of the allycharacter is being raised.

In the combat situation in the RPG described in Japanese UnexaminedPatent Publication No. 2002-200354, the pattern of an attack deliveredby the ally character is determined in accordance with operation ofbuttons performed by the player after the player has selected an“attack” command. Specifically, when the player has selected an “attack”command, a variable display zone called a judgment ring appears on thescreen, and a variable zone called a rotary bar rotationally movesaround the variable display zone. A plurality of effective zones areformed in the variable display zone. In a case where the player hasoperated the buttons at a good timing when the rotary bar has passedthrough one of the effective zones, the ally character commences anattack. The pattern and efficacy of the attack are determined inaccordance with an ability corresponding to the level of the allycharacter and items on hand (weapons, magic (spell), or the like).However, when the buttons are operated at a timing at which the rotarybar is in a special effective zone of the effective zone, the degree ofeffectiveness of the attack; that is, the efficacy of the attack, isenhanced. In contrast, in a case where the player has operated thebuttons when the rotary bar is not situated in the effective zone of thevariable display zone, the ally character does not make an attack.

A concept “Status” showing a state of a character is set for therespective characters. An anomalous state “Status Anomaly” is generatedin accordance with surroundings of the ally character, an attack made bythe enemy character, or the like, thereby imparting a certain degree ofinconvenience to the ally character, thereby making a change in a fightsituation which is prone to be monotonous. Generally known types of theStatus Anomaly include a Poison anomalous status and a Petrifactionanomalous status. The Poison anomalous status is an anomalous status inwhich the physical strength of the character is automatically reducedevery time the ally character takes an action upon sustaining magic fromthe enemy or an attack originating from a predetermined item. Further,the Petrifaction anomalous status is an anomalous status in which thecharacter becomes hardened like stone when sustaining magic from theenemy or sustaining an attack originating from a predetermined item,thereby disabling entry of a command.

However, in the conventional game program, it is not easy for a beginnerplayer of the game to operate a button when the rotary bar is passingthrough any of the effective zones of the judgment rings. Therefore,when the beginner player plays the game, the number of attacks made bythe ally character is reduced, thereby posing difficulty in unfoldingthe story of the game. This hinders the beginner player fromsufficiently enjoying interest in the game. In contrast, operating abutton while the rotary bar is passing through any of the effectivezones of the judgment rings is easy for a player skilled in the game,and the experienced player cannot find amusement in operating thebutton.

The pattern and efficacy of attacks to be made by the ally character aredetermined according to capabilities and items the ally character has onhand, both corresponding to the level of the ally character, and thetiming at which the player operates the button. However, the player havecome to securing the attack mode of the ally character during the courseof progress in the game. Once the player has secured the attack patternof the ally character and grasped all the patterns of the attack mode ofthe ally character, it becomes difficulty for the player to findinterest in the game.

Moreover, in the conventional game program, even when the Status Anomalyhas been generated by an attack from the enemy character and a certaindegree of inconvenience has been imparted to the ally character, thecharacter's abilities are recovered through use of a predetermined toolcalled an Item. In the conventional game program, means for solving theStatus Anomaly is uniformly set under the predetermined requirements.The means involves a small space for technical intervention by theplayer and tends to make a player feel monotony in the fight situationas a result of repetition of the fight. The term “player's technicalintervention” signifies close connection between the player's operationtechnique and contents of the game; for instance, when the allycharacter has sustained magic for generating status anomaly, theprobability of occurrence of status anomaly is reduced when the playerperforms good operation; or, even when the player uses a recovery item,efficacy is reduced in half if the player has performed poor operation.

SUMMARY OF THE INVENTION

The object of the present invention is to provide a computer-readableprogram product which enhances interest in the entire game by means ofdiversifying the contents of the game, such as an RPG, and enablesplayers to play a game adjusted to the individual player, as well as arecording medium having the program recorded thereon and a gamingmachine capable of executing the game.

Still another object of the invention is to a computer-readable programproduct which enhances interest in an overall game by enhancing theplayer's technical intervention in a game such as an RPG and a gamingmachine which enables players to play the game.

The present invention provides a computer-readable program product forimplementing a game which displays a plurality of characters on ascreen, determines action patterns of the characters by means of aplayer selecting commands, and causes a story to proceed on the screen,the program comprising the steps of: specifying, for each of thecharacters, any one of a plurality of types of variable display zoneswhose display patterns change with lapse of time, in accordance with aplayer's selection; determining the display pattern of the variabledisplay zone specified in the specifying step or a change mode of thedisplay pattern by means of parameters set for the respectivecharacters; displaying the specified variable display zone in thedetermined display pattern or the change mode of the display pattern;determining consistency between timing of input operation performed bythe player when the display pattern of the variable display zone ischanging and the display pattern of the variable display zone; anddetermining efficacy of the determined action pattern of the characteron the basis of a determination result.

Here, the only requirement is to specify the above-described variablezone for at least one of the characters.

The step of determining the action pattern of the character of thepresent invention is implemented by, e.g., the computer's function ofexecuting “command processing” (see FIG. 14) to be described later. Thestep of specifying the variable display zone to be displayed on thescreen is implemented by the computer's function of executing ring typechange processing (ST 202 to ST 204) of the “judgment customizationprocessing” (FIG. 57) to be described later. The step of displaying thevariable display zone is implemented by the computer's function ofexecuting “judgment ring determination processing” (FIG. 25) to bedescribed later. The step of determining the efficacy of the actionpattern is implemented by the computer's function of executing “judgmentring judgment processing” (FIG. 35) to be described later. The “variabledisplay zone” is represented by, e.g., a judgment ring 100 to bedescribed later.

In the embodiment, the determination is made while taking, as areference for determination, chronological consistency between a timingat which changing of the display pattern of the variable display zonehas started and timing at which an input operation has been performed bya player. Moreover, the parameter corresponds to abilities set for eachcharacter, the types of items the character has on hand, or the statusof the character.

In the present embodiment, the display pattern of the specified variabledisplay zone or a pattern of a change mode of the display pattern ischanged on a per-character basis in accordance with operation inputperformed by the player. A display pattern of efficacy of the determinedaction pattern on the screen is changed on a per-character basis inaccordance with a player's operation input. The efficacy of thedetermined action pattern is changed on a per-character basis inaccordance with the operation input performed by the player.

Changing of the display pattern, or the like, of the variable displayzone is implemented by the computer's function of executing, e.g., hitarea change processing (ST 208 to ST 210) of the ring customizationprocessing (FIG. 57) to be described later. Changing of the displaypattern to the screen of efficacy of the action pattern is implementedby the computer's function of executing damage attribute changeprocessing (ST 211 to ST 213) of the ring customization processing (FIG.57) to be described later.

Changing of efficacy of the action pattern is implemented by thecomputer's function of executing number-of-attacks change processing (ST205 to ST 207) and final attack change processing (ST214 to ST216), bothpertaining to the ring customization processing (FIG. 57).

Yet another aspect of the present invention is to provide a gamingmachine comprising: operation means for being operated by a player; anda machine main unit which displays a plurality of characters on ascreen, determines action patterns of the characters by means of theplayer selecting commands, and causes a story to proceed on the screen,wherein the machine main unit comprises action pattern determinationmeans for determining the action patterns of the characters inaccordance with an operation input performed by way of the operationmeans; variable display zone specifying means for specifying, for eachof the characters, any one of a plurality of types of variable displayzones whose display patterns change with lapse of time, in accordancewith an operation input performed by way of the operation means;variable display control means for determining the display pattern ofthe variable display zone specified by the variable display zonespecifying means or a change mode of the display pattern, by means ofparameters set for each of the characters, and displaying the variabledisplay zone specified by the variable display zone specifying means, onthe screen, in the determined display pattern or the change mode of thedisplay pattern; and action pattern efficacy determination means fordetermining consistency between timing of input operation performed bythe operation means when the display pattern of the variable displayzone is changing and the display pattern of the variable display zone,and determining efficacy of the determined action pattern of thecharacter determined in the action pattern determination means on thebasis of a determination result.

Still another aspect of the present invention is to provide acomputer-readable program product for implementing a game which displaysconfronting characters on a screen, determines the action pattern of acharacter by means of a player selecting a command, and causes a storyto proceed on the screen, the program comprising the steps of:determining the action pattern of one of the confronting characters inaccordance with an operation input by a player; determining a displaypattern of the variable display zone which changes with lapse of time ora change mode of the display pattern, in accordance with a parameter setfor each the remaining confronting characters and an action pattern ofthe remaining confronting character; displaying, on the screen, thevariable display zone in the determined display pattern or the changemode of the display pattern; determining consistency between timing ofinput operation performed by the player when the display pattern of thevariable display zone is changing and the display pattern of thevariable display zone; and determining efficacy of the determined actionpattern of the character on the basis of a determination result.

The step of determining the action pattern of the character of thepresent invention is implemented by, e.g., the computer's function ofexecuting “command processing” (see FIG. 14) to be described later. Thestep of displaying the variable display zone is implemented by thecomputer's function of executing “judgment ring determinationprocessing” (FIG. 25) to be described later. The step of determining theefficacy of the action pattern is implemented by the computer's functionof executing “judgment ring judgment processing” (FIG. 35) to bedescribed later. The “variable display zone” is represented by, e.g., ajudgment ring 100 to be described later; the “variable zone” isrepresented by, e.g., a rotary bar 101 to be described later; and the“effective zone” is represented by timing areas 102 to 104 (FIG. 28) tobe described later.

The parameter corresponds to abilities set for each character, the typesof items the character has on hand, or the status of the character.

In the embodiment of the invention, the variable display zone is formedfrom a reference zone, and a variable zone which varies relatively withreference to the reference zone, the reference zone and the variablezone respectively including at least one of effective zones relativelyadvantageous to the player, and a non-effective zone relativelydisadvantageous to the player; and the step of determining a displaypattern of the variable display zone or a change mode of the displaypattern is set to processing for changing the display pattern of theeffective zone or the change mode of the display pattern when theremaining character has taken a predetermined action against thecharacter. Such processing is performed by, e.g., rendering a display ofthe effective zone invisible or changing the effective zone to a falsedisplay.

In the embodiment of the invention, the step of determining a displaypattern of the variable display zone or a change mode of the displaypattern is set to processing for, when the remaining character has takena predetermined action against the character, changing the displaypattern of the variable zone or the change mode of the display pattern.Such processing is performed by changing, e.g., a variation speed ordirection of the variable zone.

Yet another aspect of the invention is to provide a gaming machinecomprising: an operation means for being operated by a player; and amachine main unit which displays confronting characters on a screen,determines action patterns of the characters by means of the playerselecting commands, and causes a story to proceed on the screen, whereinthe machine main unit comprises an action pattern determination meansfor determining the action pattern of one of the confronting charactersin accordance with an operation input performed by way of the operationmeans; a variable display control means for determining a displaypattern of the variable display zone which changes with lapse of time ora change mode of the display pattern, in accordance with a parameter setfor each the remaining confronting character and an action pattern ofthe character of the remaining confronting character, and displays, onthe screen, the variable display zone in the determined display patternor the change mode of the display pattern; and an action patternefficacy determination means for determining consistency between timingof input operation performed by the operation means when the displaypattern of the variable display zone is changing and the display patternof the variable display zone, and determining efficacy of the determinedaction pattern of the character on the basis of a determination result.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a view showing the overall configuration achieved when thepresent invention is applied to a gaming machine;

FIG. 2 is a block diagram showing a system configuration of the gamingmachine shown in FIG. 1;

FIG. 3A shows an example display of a title screen;

FIG. 3B shows an example display of a world map;

FIG. 4 is a flowchart showing procedures of main game processing;

FIG. 5 is a flowchart showing procedures of battle processing;

FIG. 6 is a view showing a start screen of a battle situation;

FIG. 7 is a flowchart showing procedures of WP subtraction processing;

FIGS. 8A and 8B are views showing personal abilities of an allycharacter A and personal abilities of an ally character B;

FIG. 9 is a view showing a command selection screen;

FIG. 10 is a flowchart showing procedures of command receipt processing;

FIG. 11 is a flowchart showing procedures of character out-of-controlprocessing;

FIG. 12 is an example display provided when the character out-of-controlprocessing is performed;

FIG. 13 is a second example display provided when the characterout-of-control processing is performed;

FIG. 14 is a flowchart showing procedures of command processing;

FIG. 15 is a flowchart showing procedures of judgment processing;

FIG. 16 is a view showing an object character selection screen;

FIG. 17 is a view showing a display screen provided at the time ofdetermination of a command;

FIG. 18 is a view showing that an O button is operated when a rotary barpasses over a first timing area;

FIG. 19 is a view showing that the O button is operated when a rotarybar passes over a second timing area;

FIG. 20 is a view showing that the O button is operated when a rotarybar passes over a third timing area;

FIG. 21 is a view showing that operation of the O button has failed inthe timing area;

FIG. 22 is a view showing a state achieved after rotation of the rotarybar when operation of the O button has been successfully performed overall the timing areas;

FIG. 23 is a view showing that the ally character A is making an attackon an enemy character A;

FIG. 24 is a view showing that the ally character A has returned to itsoriginal position after having finished making an attack on the enemycharacter A;

FIG. 25 is a flowchart showing procedures of judgment ring determinationprocessing;

FIG. 26 is a view showing a weapon table;

FIG. 27 is a view showing a formula used for computing the amount ofdamage inflicted on several characters;

FIG. 28 is a view showing a display of the judgment ring provided when acommand is determined;

FIG. 29 is a view showing a display of the judgment ring provided afterdetermination of the command;

FIGS. 30A and 30B are views showing an example of a 120% area;

FIG. 31 is a view showing a special table;

FIG. 32 is a view showing a formula used for computing the amount ofdamage inflicted on an opponent when attack magic has been used and aformula used for computing a recovery value achieved when recovery magichas been used;

FIG. 33 is a view showing an item table;

FIG. 34 is a view showing a judgment ring correction parameter table;

FIG. 35 is a flowchart showing procedures of judgment ring determinationprocessing;

FIG. 36 is a flowchart showing procedures of soul point additionprocessing;

FIG. 37 is a view showing a soul point table;

FIGS. 38A and 38B are views showing an acquired soul point displayscreen;

FIG. 39 is a view showing an example of the number of soul pointsrequired to raise a fusion level;

FIG. 40 is a view showing a state in which a graveyard is displayed;

FIG. 41 is a flowchart showing procedures of graveyard commandprocessing;

FIG. 42 is a view showing that a fusion monster has emerged in thegraveyard;

FIG. 43 is a view showing a fusion soul acquisition screen;

FIG. 44 is a flowchart showing procedures of tool command processing;

FIG. 45 is a view showing an item list screen;

FIG. 46 is a view showing that a character selection item is displayedon the item list screen;

FIG. 47 is a view showing a screen which appears subsequent to the viewof FIG. 46;

FIG. 48 is a flowchart showing procedures of buying/selling commandprocessing;

FIG. 49 is a view showing a shop screen;

FIG. 50 is a view showing an article-to-be-purchased selection screen;

FIG. 51 is a view showing another display of the article-to-be-purchasedselection screen;

FIG. 52 is a view showing an article-to-be-sold selection screen;

FIG. 53 is a flowchart showing procedures of discount processing;

FIG. 54 is a view showing a trading table to which a reference is madewhen a buyer or seller buys or sells on a character basis;

FIG. 55 is a view showing a trading table to which a reference is madewhen the buyer or seller buys or sells on a party basis;

FIG. 56 is a flowchart showing procedures of surcharge processing;

FIG. 57 is a flowchart showing procedures of ring customizingprocessing;

FIG. 58 is a view showing a ring customization screen displayed when thering is customized;

FIG. 59 is a view showing a screen displayed when a ring customizationcommand is selected on the screen shown in FIG. 58;

FIG. 60 is a view showing the configuration of a judgment ring appearingat the time of a special attack;

FIG. 61 is a view showing a screen appearing when a ring type has beenselected as an object of ring customization processing on the screenshown in FIG. 59;

FIG. 62 is a view showing a screen appearing when a technical ring isselected as a ring type on the screen shown in FIG. 61;

FIG. 63 is a view showing a screen appearing when the number of attacksis selected as an object of ring customization processing on the screenshown in FIG. 59;

FIG. 64 is a view showing a screen appearing when a ring item isselected as an object of ring customization processing on the screenshown in FIG. 59;

FIG. 65 is a view showing a screen appearing when a hit area 1 isselected on the screen shown in FIG. 64;

FIG. 66 is a view showing a screen appearing when a final attack isselected on the screen shown in FIG. 64;

FIG. 67 is a view showing a screen appearing when knock down is selectedon the screen shown in FIG. 66;

FIG. 68 is a view showing a screen appearing when the O button isoperated on the screen shown in FIG. 67;

FIG. 69 is a view showing a screen appearing when a poison item of level2 is selected on the screen shown in FIG. 68;

FIG. 70 is a view showing the configuration of a network gaming system;

FIG. 71 is a view showing the types of rings displayed as a result ofthe judgment ring having been changed by an enemy's attack;

FIG. 72A is a view showing a blind ring; and

FIG. 72B is a view showing a fake ring.

DESCRIPTION OF THE PREFERRED EMBODIMENTS AS SHOWN

FIG. 1 shows the overall configuration achieved when the presentinvention is applied to a gaming machine. This gaming machine comprisesa main unit 1; a controller 4 for issuing a control command to the mainunit 1 in accordance with a player's operation; and display means 15 fordisplaying an image in accordance with an image signal output from themain unit 1. In this gaming machine, a game is executed by means ofdisplaying various images on a display screen (hereinafter called a“display”) 16 of the display device 15 such as a CRT.

The game to be executed by this gaming machine is carried out by meansof loading a game program recorded on an external recording mediumseparated from the main unit 1. In addition to a CD-ROM or a DVD-ROM, anFD (flexible disk) or another arbitrary recording medium can be utilizedas the external recording medium having the game program recordedthereon. The present embodiment describes the case where a DVD-ROM isused. A reclosable cover 2 is provided at the upper center of the mainunit 1. The DVD-ROM can be loaded into a DVD-ROM drive 29 (see FIG. 2)which is disposed in the main unit 1 and serves as a recording mediumdrive device, by means of opening the cover 2.

The controller 4 has various input sections which issue control commandsto a CPU 21 (FIG. 2) provided in the main unit 1 by means of theplayer's operation. Provided on the left-side area of the controller 4is an input section which is chiefly used at the time of movement of acharacter to appear in the game or a menu selection item and comprisesan up button 7, a down button 8, a left button 9, and a right button 10.Provided on the right-side area of the controller 4 are a Δ button 11, aO button 12, a x button 13, and a button 14, which are chiefly operatedwhen various items are determined or cancelled. A selection button 6 anda start button 5 are provided at upper and lower positions at the centerof the controller 4.

The display device 15 has a video signal input terminal and a soundsignal input terminal. The video signal input terminal and the soundsignal input terminal are connected to a video output terminal and asound output terminal of the main unit 1 by way of terminal cables 18and 19. An existing TV set is used as the display device 15, wherein thedisplay 16 capable of displaying image data output from an image outputsection 25 (FIG. 2) to be described later and speakers 17L, 17R capableof outputting sound data output from a sound output section 27 (FIG. 2)to be described later are integrally provided in the TV set. The mainunit 1 and the operation means 4 are connected together by means of asignal cable 20, as shown in FIG. 1.

A memory slot 3 serving as an inlet for a memory card 32 (FIG. 2) isformed in the side surface of the main unit 1. The memory card 32 is arecording medium to be used for temporarily storing game data when theplayer interrupts a game. Data stored in the memory card 32 are read byway of a communications interface 30 (FIG. 2) which serves also as acard reader and will be described later.

FIG. 2 shows a system configuration of the gaming machine. The main unit1 comprises the CPU 21; ROM 22 and RAM 23, both acting as storage means;an image processing section 24; the image output section 25; a soundprocessing section 26; a sound output section 27; a decoder 28; theDVD-ROM drive 29; and the communications interface 30.

The DVD-ROM drive 29 is configured to enable removable loading of aDVD-ROM 31. A game program stored in the thus-loaded DVD-ROM 31 is readby the CPU 21 in accordance with a basic operation program, such as anOS (Operating System), stored in the ROM 22. The thus-read game programis converted into a predetermined signal by the decoder 28 and thenstored in the RAM 23.

The game program stored in the RAM 23 is executed by the CPU 21 inaccordance with the basic operation program or the input signal from thecontroller 4. In accordance with the game program to be executed, imagedata and sound data are read from the DVD-ROM 31. The image data aredelivered to the image processing section 24, and the sound data aredelivered to the sound processing section 26.

The image processing section 24 converts the received image data into animage signal and supplies the image signal to the display 16 by way ofthe image output section 25. The sound processing section 26 convertsthe thus-received sound data into a sound signal and supplies the sounddata to the speakers 17L, 17R by way of the sound output section 27.

The communications interface 30 can removably connect the controller 4with the memory card 32. Reading and writing of data from and to thememory card 32 are performed by way of the communications interface 30.The signal output from the controller 4 is delivered to individualsections, such as the CPU 21 or the like.

There will now be described details of processing to be executed by theCPU 22 in accordance with the game program recorded in the DVD-ROM 31and a specific example of game contents to be displayed on the display16 in association with the processing details.

When the DVD-ROM 31 is loaded in the DVD-ROM drive 29 while the powersource of the main unit 1 remains active, an “Opening Demonstration”appears on the display 16. The “Opening Demonstration” is a presentationdisplay for informing the player of commencement of a game. After lapseof a predetermined time since display of the “Opening Demonstration,” a“Title Screen” having a game title of large size drawn thereon isdisplayed, and “Main Game Processing” shown in FIG. 4 to be describedlater is commenced.

FIG. 3A shows an example of the “Title Screen.” Here, a game titlehaving characters “SHADOW HEARTS” is displayed, and two selection items(“NEW GAME” and “CONTINUE”) are provided below the game title. A cursor41 is displayed at a position on the left side of either of “NEW GAME”and “CONTINUE,” and the position of the cursor 41 is changed to theother position by the player operating either the up button 7 or thedown button 8. When the player has operated the O button 12, theselection item indicated by the selection cursor 41 is selected.

In the “Main Game Processing” shown in FIG. 4, a determination is firstmade as to which one of the two selection items has been selected on the“Title Screen” (ST1). When “NEW GAME” is determined to have beenselected (when “YES” is selected in ST1), a prologue and game contentsare displayed (ST2). Subsequently, a “World Map” shown in FIG. 3B isdisplayed (ST4). When “CONTINUE” is determined to have been selected onthe “Title Screen” (when “NO” is selected in ST1), the “World Map” isdisplayed in place of the prologue and the game contents.

Ally characters which act on the basis of the player's operation, andenemy characters which act on only the basis of the game program emergein the game of the present embodiment. A game which unfolds chiefly onthe basis of a battle between the characters is implemented on thedisplay. In the present embodiment, three characters; that is, an allycharacter A, an ally character B, and an ally character C, emerge as theally characters. In the game, the ally characters are assumed to act onthe basis of a party comprising the three ally characters. Variousstatuses are set beforehand for the respective characters. In each ofthe statuses the number of games, an experience value to be added inaccordance with the number of defeated enemy characters, money on hand,weapons, capabilities, etc., have been previously determined.

FIG. 3B shows an example of the “World Map.” Major cities of a “CountryA” which is a setting of the game story are displayed on the “WorldMap,” and selection items indicated by names of five cities (i.e., “CityA” 42 a, “City B” 42 b, “City C” 42 c, “City D” 42 d, and “City E” 42 e)are displayed. These selection items are those to be used for shiftingthe view to a previously-prepared “sub-map.” The cursor 41 indicatingeach of the selection items is shifted by means of the player operatingthe up button 7 or the down button 8, and one of the selection items isselected by means of the player operating the O button 12. When the“sub-map” has been selected in this way, the view shifts to any one ofscreens of the respective “sub-maps,” and various games set for therespective “sub-maps” can be played. Specifically, internal scenery ofthe respective cities is displayed as a background image throughpre-rendering in association with progress in a stage of a story. Theally characters overcome various events while moving through thebackground images, whereby the story proceeds.

When the player has operated the button 14 on the “World Map,” a “MenuScreen” appears, so that the player can perform various settings on the“menu screen.”

Turning again to FIG. 4, when any one of the selection items appearingon the “World Map” has been selected (when “YES” is selected in ST5), astart screen of a “sub-map” corresponding to the selection is displayed,and the party of ally characters commence their actions on the “sub-map”(ST6). When “NO” is selected in ST5, the button 14 is operated on the“World Map,” to thus determine whether or not a request for displayingthe “Menu Screen” has been issued (ST20). Now, when “YES” is selected,the “Menu Screen” is displayed, and various setting operationscorresponding to the player's operations (ST21) are performed. Now, theterm “actions” on the “sub-map” signifies the ally characters' walkingactions, actions for talking to passersby, and buying actions. The “menuscreen” can be displayed even on the “sub-map” by means of operating thebutton, whereby various operations become possible. “Tool CommandProcessing” (FIG. 44) to be described later is executed by means ofselecting, e.g., the “tool” command, whereby the abilities of allies canbe recovered. “Buying/Selling Processing” (FIG. 48) to be describedlater is executed as a result of selection of a “buying/selling”command, so that sale/purchase of items on hand becomes feasible.

“Ring Customize Processing” (FIG. 57) to be described later is executedby means of selecting a “Ring Customize” command. From among a pluralityof types of judgment rings which change their display patterns withlapse of a time and will be described later, any one type of judgmentring can be specified for each ally character in accordance withoperation input of the controller 4. In this “Ring CustomizeProcessing,” the range of a timing area of the specified judgment ring,which will be described later, and the degree of effectiveness of thetiming area; that is, the efficacy of the ally character, can be changedin a manner to be described later, in accordance with the operationinput performed by way of the controller 4. Moreover, in this “RingCustomize Processing,” a manner of displaying the efficacy of thedetermined action pattern (e.g., a damage attribute of a final attack inthe present embodiment) on the display 16 can be changed for each allycharacter in a manner to be described later, in accordance with theoperation input performed by way of the controller 4. In addition, inthe “Ring Customize Processing,” a special effect is imparted, on aper-character basis, to the damage attribute of the final attack inaccordance with the operation input performed by way of the controller4, whereby the effect of the determined action pattern can be changed ona per-character basis.

Subsequently, when the party of ally characters which have commencedtheir actions on the “sub-map” encounters enemy characters (when “YES”is selected in ST7), “Battle Processing” is commenced (ST8). When the“Battle Processing” is started, the view shifts to a “Battle Situation,”where the party of ally characters fight against the enemy characters.This “Battle Situation” will be described later. In contrast, even in acase where the party of ally characters does not encounter enemycharacters (when “NO” is selected in ST7), when some type of event hasarisen (when “YES” is selected in ST9), processing proceeds to ST16,where a movie corresponding to the event is displayed. However, when noevent arises (when “NO” is selected in ST9), processing returns toprocessing pertaining to ST6.

In the “Battle Situation” executed through the “Battle Processing,” whenthe party of ally characters have successfully escaped from the enemycharacters (when “YES” is selected in ST10), processing proceeds toST16, where a movie corresponding to that situation is displayed. Incontrast, when the party has failed to escape from the enemy charactersor when the party has fought against the enemy characters (when “NO” isselected in ST10), a determination is then made as to whether or not theparty of ally characters has won over the enemy characters in the“Battle Situation” (ST11). When “YES” is selected in ST11; that is, whenthe party of ally characters has won over the enemy characters, therespective ally characters of the party are provided with an addition ofpoints, such as experience values, items, money, or the like (ST12), inaccordance with the types of enemy characters they have fought or thenature of the battle (ST12). In accordance with the experience values ofthe respective ally characters, the levels of the respective charactersare raised (ST13). Subsequently, a movie corresponding to the situationis displayed (ST16). When “NO” is selected in ST11; that is, when theparty of ally characters has failed to win over the enemies, adetermination is then made as to whether or not all the ally charactersof the party have died (ST14). When “NO” is selected in ST14, processingproceeds to ST16. When “YES” is selected in ST14, the game is over(ST15), and the “Main Game Processing” is terminated.

When requirements for requesting the “sub-map” have been satisfied afterthe movie has been displayed in ST16 (when “YES” is selected in ST17), adetermination is then made whether to proceed to ending (ST18). When“YES” is selected in ST18, a predetermined ending display is provided,and the “Main Game Processing” is terminated.

FIG. 5 shows procedures of the “Battle Processing.” First, a startscreen of the “Battle Situation,” such as that shown in FIG. 6, isdisplayed (ST31). In this start screen, the party of ally characters(i.e., the “ally character A” 111, the “ally character B” 112, and the“ally character C” 113) is displayed toward the player, and three enemycharacters (i.e., an “enemy character A” 114, an “enemy character B”115, and an “enemy character” 116) corresponding to the respective allycharacters are displayed opposite the ally characters. Information aboutthe statuses of the respective ally characters is displayed at a lowerright position of the start screen. Specifically, hit points(hereinafter abbreviated as “HP”), magic points (hereinafter abbreviatedas “MP”), and sanity points (hereinafter abbreviated as “SP”) arepreviously determined for the respective ally characters. The number ofremaining points pertaining to these statuses (the number of points onhand/the number of points held at the beginning) is displayed on thestart screen. When the “HP” still remains greater than zero, thecharacter can execute various commands, such as an attack and use of anitem. When the “HP” has run out, the ally character becomes inactive.The “MP” is a status which enables the character to use a specialability, such as a magic (spell). When the “MP” has run out, the allycharacter cannot use the special ability. The “SP” is a status whichenables the ally character to retain sanity. When the “SP” has run out,the ally character loses its sanity and enters an anomalous state. Whenthe ally character has entered this anomalous state, command operationfor the character becomes invalid. The character uncontrollably performsanomalous operation, such as making an attack against everybodyregardless of whether they are allies or enemies.

Next, there is performed “WP subtraction processing” for subtracting, onthe basis of predetermined requirements, weight points (WP) which managea sequence in which characters, including the ally characters and theenemy characters, can make an attack or the like (ST32). With regard tothe ally characters, the sequence in which characters can be subjectedto command selection performed by the player is managed in the “WPsubtraction processing.” Details of the “WP subtraction processing” willbe described later.

Automatic processing is executed in accordance with the game programsuch that a determination is made as to whether or not the character forwhich command selection has been made effective in the “WP subtractionprocessing” (i.e., a character for which a turn to be described laterhas come) is an enemy character (ST33); and such that, when “YES” isselected, the enemy character makes an attack against the correspondingally character (ST34). The WP of the enemy character is returned to itsinitial value (ST37). When in ST33 the character for which commandselection has been made valid is determined to be an ally character,there is performed “Command Receiving Processing” for receiving commandselection from the player's operation (ST35). This “Command ReceivingProcessing” will be described in detail later.

Details of the player's command selection received during the “CommandReceiving Processing” are ascertained, and “Command Processing” forperforming display processing according to the type of the command isperformed (ST36). Display processing in conformance to the actionpattern of the selected ally character is performed through the “CommandProcessing.” For instance, when an attack command (i.e., a “fight”command to be described later) has been selected, display processing formaking an attack on the corresponding enemy character is performed. Whena special ability command (i.e., a “special” command to be describedlater) has been selected, display processing for working magic againstthe enemy character or for causing the attacked ally to recover fromdamage through use of a recovery magic is performed. “Judgmentprocessing” which enables player's technical intervention attributableto operation timing is also performed during the “Command Processing.”Details of the “Command Processing” will be described later.

After the “Command Processing” has been performed, the WP of thecharacter for which command selection has been made effective in the “WPsubtraction processing” is returned to the initial value (255) (ST37).Subsequently, a determination is made as to whether or not requirementsfor completing the “Battle Processing” have been satisfied. When “NO” isselected, processing returns to processing pertaining to ST32. When“YES” has been selected, “Soul Point Addition Processing” is performed(ST39), and “Battle Processing” is completed. Details of the “Soul PointAddition Processing” will be described later. Here, requirements forcompleting “Battle Processing” correspond to any one of the following:namely, annihilation of the enemy characters that have emerged on thebattle screen; successful escape of the ally characters from the enemycharacters as a result of an “escape” command having been selected bythe player; annihilation of the party of ally characters; and occurrenceof such an event as to end the battle.

FIG. 7 shows procedures of “WP subtraction processing” pertaining toST32 in the “Battle Processing.” First, the WP of the ally character A(WP of the ally character A is represented as WP₁) is computed, and thethus-computed WP is set in a predetermined area of the RAM (ST41). Aninitial value of the WP is set to “255.” The WP₁ is computed by means ofsubtracting an ability value AP set for the ally character A from theWP₁ set in the RAM, by means of the previous “WP subtractionprocessing.” This method for computing “WP” is applied to the othercharacters in the same manner, and the ability value AP changes from onecharacter to another character. Various individual capabilities havepreviously been set for the respective characters in accordance withcharacter levels (LV) determined by the experience values. The abilityvalues “AP” are computed on the basis of such a status.

FIG. 8A and 8B show individual abilities of the ally characters A, B byway of an example. As shown in FIGS. 8A and 8B, various individualabilities are set for the respective characters in accordance with thecharacter levels (LV), which change according to the experience values.In addition to including the HP, the MP, and the SP, which have beendescribed previously, the types of the individual abilities of thecharacters include physical attack power (STR), physical defense power,such as vitality (VIT), agility (AGL), magic attack power (INT), magicdefense power (POW), and luck (LUC). These abilities are expressednumerically. Even when the characters have the same level, differentvalues are set for the characters in accordance with the types of thecharacters. The “AP” value is computed from the “AGL” value and the“LUC” value. Specifically, the AP value is computed by a formulaAP=AGL+LUC/2.

After the WP₁ of the ally character A has been determined in the mannermentioned above, a determination is made as to whether or not thethus-determined WP₁ is 0 (ST42). When YES is selected in ST42, commandselection for the ally character A is made effective (ST53).Accordingly, in the battle situation, the player comes to be able tospecify a command for causing the ally character A to make an attack orthe like.

When NO is selected in ST42, the WP of the ally character B (the WP ofthe ally character B is represented as WP₂) is computed, and thethus-computed WP is set in the predetermined area of the RAM (ST43).Subsequently, a determination is made as to whether or not thethus-determined WP₂ is 0 (ST44). When YES is selected in ST44, commandselection for the ally character B is made effective (ST53). When NO isselected in ST44, processing proceeds to ST45.

In ST45, the WP of the ally character C (the WP of the ally character Cis represented as WP₃) is computed, and the thus-computed WP is set inthe predetermined area of the RAM. Subsequently, a determination is madeas to whether or not the thus-determined WP₃ is 0 (ST46). When YES isselected in ST46, command selection for the ally character C is madeeffective (ST53). When NO is selected in ST46, processing proceeds toST47.

In ST47, the WP of the enemy character A (the WP of the enemy characterA is represented as WP₄) is computed, and the thus-computed WP is set inthe predetermined area of the RAM. Subsequently, a determination is madeas to whether or not the thus-determined WP₄ is 0 (ST48). When YES isselected in ST48, command selection for the enemy character A is madeeffective (ST53). When NO is selected in ST48, processing proceeds toST49.

In ST49, the WP of the enemy character B (the WP of the enemy characterB is represented as WP₅) is computed, and the thus-computed WP is set inthe predetermined area of the RAM. Subsequently, a determination is madeas to whether or not the thus-determined WP₅ is 0 (ST50). When YES isselected in ST50, command selection for the enemy character B is madeeffective (ST53). When NO is selected in ST50, processing proceeds toST51.

In ST51, the WP of the enemy character C (the WP of the enemy characterC is represented as WP₆) is computed, and the thus-computed WP is set inthe predetermined area of the RAM. Subsequently, a determination is madeas to whether or not the thus-determined WP₆ is 0 (ST52). When YES isselected in ST52, command selection for the enemy character C is madeeffective (ST53). When NO is selected in ST48, processing returns toST41, where the WP subtraction processing is repeated from thebeginning.

When the character—for which command selection has been made effectivein the WP subtraction processing—is an ally character, a selection mark43 is displayed, on the display 16, over that ally character for whichthe command selection has been made effective, as shown in FIG. 6. Aftersuch a display, the ally character over which the selection mark 43 isdisplayed (here the Ally Character A 111) is zoomed in on, and a commandselection screen, such as that shown in FIG. 9, appears.

Displayed on the command selection screen shown in FIG. 9 is a commandmenu 44 in which commands to be used for determining the action patternof the Ally Character A 111 are indicated as selection items. Aselection cursor 45 displayed on the left side of the command menu 44 ismoved by means of the player operating the up button 7 or the downbutton 8. The command on whose left side the selection cursor 45 isdisplayed when the O button 12 has been operated is selected, wherebythe action pattern of the Ally Character A 111 is determined. In FIG. 9,five commands Fight, Special, Item, Defense, and Escape are displayed inthe command menu 44. Here, the selection cursor 45 is displayed on theleft side of the Fight command, thereby showing a case where thiscommand has been determined. The HP value, the MP value, and the SPvalue of the Ally Character A 111 are displayed at positions above thecommand menu 44.

FIG. 10 shows procedures of the command receiving processing pertainingto ST35 in the above-described battle processing. First, when thecharacter—for which command selection has been made effective in the WPsubtraction processing—is an ally character, a determination is made asto whether or not the SP of this ally character is 0 (ST55). When YES isselected in ST55, Character Out-of-control Processing is performed inconnection with that ally character (ST56), and processing proceeds toprocessing pertaining to ST37 (FIG. 5). When the CharacterOut-of-control Processing is performed, a command operation for thatcharacter becomes ineffective, and the character performs an anomalousaction, such as an action of making an attack against all charactersregardless of whether they are allies or enemies. In contrast, when NOis selected in ST55, a determination is made as to whether or not theplayer has performed a command operation; that is, whether or not acommand has been selected on the command selection screen (ST57).

FIG. 11 is a flowchart showing procedures of character out-of-controlprocessing pertaining to ST56 in the above-described command receivingprocessing. First, the type of a command to be used for determining theaction of the ally character is randomly selected. Characters—which areobjects of the action based on the command (e.g., an attack, use of anattack magic, use of a recovery magic, or the like)—are randomlyselected without regard to whether the thus—selected characters areallies or enemies (ST61). For instance, when the Fight command has beenselected, characters—which are objects of an attack—are randomlyselected without regard to whether or not the thus—selected charactersare allies or enemies. The Judgment Processing, which will be describedlater and displays actions of the characters determined on the basis ofthe selected command or the like, is automatically performed (ST62), andthe Character Out-of-control Processing is completed.

FIGS. 12 and 13 are example displays provided when the characterout-of-control processing is performed. By way of an example, there isshown a case where the SP of the Ally Character A 111 has become 0 andthe character out-of-control processing is performed in connection withthe Ally Character A 111.

FIG. 12 shows a state achieved immediately after the characterout-of-control processing has been executed, showing a cloud of blacksmoke 117 shooting up from feet of the Ally Character A 111 to surroundthe body of the Ally Character A 111. At this time, the words “AllyCharacter A has become out of control!” also appear on the display 16.Subsequently, as shown in FIG. 13, an out-of-control mark 118 indicatingthat the Ally Character A has become out of control is provided over theAlly Character A 111. Further, the words “Hee, Hee, . . . Amusing . . .!” also appear. Subsequently, the Ally Character A 111 commences anattack or the like against the object characters selected in ST61.

In the embodiment, once having become out of control, the character doesnot accept any command operations at all. However, it may be the casethat only some commands are accepted by the out-of-control characterunder predetermined conditions. For instance, only an Item command isaccepted, and an object of use of the selected item may be madeuncertain, or the Fight command is accepted once every three turns. Theally character may be set to become out of control when the SP valuesassumes 0 but not to remain out of control and to return to the normalstate after elapse of a time.

FIG. 14 is a flowchart showing procedures of Command Processingpertaining to ST36 in the Battle Processing. First, a determination ismade as to whether or not the selected command is the Fight command(ST65). When YES is selected in ST65; that is, when the player hasselected Fight from the selection items on the Command Selection Screen,a Weapon Table (shown in detail in FIG. 26) is fetched from the DVD-ROM31, and the thus-fetched weapon table is set in the predetermined areaof the RAM 23 (ST66).

When NO is selected in ST65, a determination is made as to whether ornot the selected command is a Special command; that is, whether or notthe player has selected Special from the selection items on the CommandSelection Screen (ST67). When YES is selected in ST67, a Special Table(shown in detail in FIG. 31) is fetched from the DVD-ROM 31, and thethus-fetched special table is set in the predetermined area of the RAM23 (ST68).

When NO is selected in ST67, a determination is made as to whether ornot the selected command is the Item command; that is, whether or notthe player has selected Item from the selection items on the CommandSelection Screen (ST69). When YES is selected in ST69, an Item Table(shown in detail in FIG. 33) is fetched from the DVD-ROM 31, and thethus-fetched item table is set in the predetermined area of the RAM 23(ST 70).

When NO is selected in ST69, a determination is made as to whether ornot the selected command is the Defense command; that is, whether or notthe player has selected Defense from the selection items on the CommandSelection Screen (ST71). When YES is selected in ST71, Defense commandprocessing for displaying the ally character defending the attack madeby the enemy character is executed (ST72).

When NO is selected in ST71, Escape command processing for displayingthe ally character escaping from the enemy character is executed (ST73).

When any one has been selected from the Fight command, the Specialcommand, the Item command and when the table corresponding to thethus-selected command has been set in the predetermined area of the RAM23, Judgment Processing for displaying the action of the ally characterdetermined from the command and the table is executed (ST74).

FIG. 15 shows procedures of the Judgment Processing. First, adetermination is made as to whether or not the player has selected acharacter which will be an object (hereinafter called an “objectcharacter”) of an action (e.g., an attack, use of attack magic, use ofrecovery magic, or the like) to be performed on the basis of theselected command (ST81). Specifically, when selection of the command hasbeen completed on the Command Selection Screen, an Object CharacterSelection Screen shown in FIG. 16 is displayed, whereby the playerselects an object character on this screen. Selection of the objectcharacter is performed as follows. Specifically, a selection mark 46displayed on the Object Character Selection Screen is moved by theplayer operating the up button 7 or the down button 8. The characterover which the selection mark 46 is displayed when the O button 12 isoperated is determined as an object character. FIG. 16 shows a casewhere the selection mark 46 is displayed over the Enemy Character A andwhere the enemy character is determined as an object character.

When YES is selected in ST81, Judgment Ring Determination Processing isexecuted (ST82), and Judgment Ring Judgment Processing is executed(ST83).

The HP value, the MP value, and the SP value are then updated on thebasis of the amount of damage or the recovery value computed through theJudgment Ring Judgment Processing in ST83 (ST84). Here,addition/subtraction of the HP and MP values and subtraction of the SPvalue are performed in accordance with the amount of damage, therecovery value, or the like. Subtraction of the SP is assumed to beperformed such that one is subtracted from the SP value every timeprocessing pertaining to ST84 is assumed to be carried out.Specifically, one is assumed to be subtracted from the SP value everytime the character takes a turn.

Alternatively, the value to be subtracted from the SP value may bedetermined in accordance with the amount of damage, a recovery value, orthe like. For instance, a value proportional to the amount of damage anda recovery value (e.g., a value which is one-tenth of the amount ofdamage, the recovery value, or the like) is determined as a value to besubtracted from the SP value.

A time interval (number of seconds) from when command selection hasbecome effective until when the judgment ring 100 is displayed may bedetermined as a value to be subtracted from the SP value. In this case,the time required by the player to select a command is set as a value tobe subtracted from the SP value. Hence, if the player selects a commandswiftly, only a small value to be subtracted from the SP value isrequired. However, if selecting a command takes a long time, a valuecorresponding to the amount of time is to be subtracted from the SPvalue.

The status of the character is updated in accordance with the contentsdetermined through processing pertaining to ST82 and ST83 (ST85). Whenthe status of the character has been updated to an Anomalous Statusthrough the processing, the character enters an anomalous statedifferent from a normal state. The Anomalous Status changes according tothe type of an item, a magic, or the like used for making an attack. Forinstance, an anomalous status Poison is an anomalous status in which thephysical strength of the ally character automatically decreases everytime the ally character taking an action takes a turn in the case wherethe ally character has undergone working of magic by the enemy or hasbeen attacked by a predetermined item. Moreover, an anomalous statusPetrifaction is an anomalous status in which the character becomeshardened like stone when having undergone working of magic by the enemyor an attack by a predetermined item, thereby disabling command inputoperation.

Display of a presentation image, in which the ally character takes apredetermined action (an attack, working of magic, or the like) againstthe object character is executed on the basis of the updated parameter(ST86).

In the game of the present invention, as shown in FIG. 17, a normaljudgment ring 100 serving as a variable display zone is displayedimmediately before the ally character takes against the object characteran action based on the selected command. A parameter required todetermine the efficacy is determined by utilization of the judgment ring100.

As shown in FIG. 17, the judgment ring 100 is displayed while beingtilted obliquely. A rotary bar 101 serving as a variable zone isdisplayed on the judgment ring 100, wherein the rotary bar 101 rotatesclockwise like the hands of a clock around the point of center of thejudgment ring 100. A colored area of predetermined angular range(hereinafter called a “timing area”) is displayed on the judgment ring100. This timing area is an Effective Zone which is relativelyadvantageous to the player.

Subsequently, rotation of the rotary bar 101 is commenced. Details ofthe parameter change depending on whether or not the player has beenable to operate the O button 12 when the rotary bar 101 is passing overthe timing area. As shown in FIG. 17, the timing area is constituted ofthree timing areas. The first timing area where the rotary bar 101passes over is a First Timing Area 102. The second timing area where therotary bar 101 passes over is a Second Timing Area 103. The final timingarea where the rotary bar 101 passes over is a Third Timing Area 104.

For instance, when the O button 12 has been pressed when over any one ofthe three timing areas; namely, when the O button 12 has been operatedwhile the rotary bar 101 is over any one of the three timing areas, theaction subsequently taken by the ally character against the objectcharacter becomes effective. In a case where the Fight command has beenselected, an attack is made three times with predetermined attack power,to thus inflict damage on the enemy character. In a case where theSpecial command has been selected, magic having predetermined recoverypower is worked on the allied characters three times, to thus impartrecovery power thereto.

In contrast, when the O button 12 has been operated over one of thetiming areas out of operation timing, the efficacy allocated to thetiming area becomes ineffective. Particularly, when operation of the Obutton 12 has failed three times, the efficacy comes to zero. Thepresent embodiment adopts a system in which the effective region of thejudgment ring 100 is visually ascertained. In short, the essentialrequirement is a configuration which enables the player to recognize theoperation timing through use of the five senses. For instance, there maybe adopted an audible configuration, wherein a specific sound isgenerated for a specific period of time and an operation is required tobe performed in a period during a period in which the specific sound isgenerated. Alternatively, there may be adopted a tangible configuration,wherein the controller 4 or a portable cellular phone or the like isvibrated and an operation is required to be performed during a period inwhich vibration is generated.

FIG. 18 shows that the O button 12 is operated when the rotary bar 101passes over the first timing area 102. As shown in FIG. 18, when the Obutton 12 has been operated over the first timing area 102, the word“Cool” appears.

FIG. 19 shows that the O button 12 is operated when the rotary bar 101passes over the second timing area 103. As shown in FIG. 19, when the Obutton 12 has been operated over the second timing area 103, the word“Good” appears.

FIG. 20 shows that the O button 12 is operated when the rotary bar 101passes over the third timing area 104. As shown in FIG. 20, when the Obutton 12 has been operated over the third timing area 104, the word“Perfect” appears.

FIG. 21 shows that the O button 12 is operated before the rotary bar 101passes over the first timing area 102; that is, operation of the Obutton 12 has failed over the timing area. As shown in FIG. 21, whenoperation of the O button 12 has failed over the timing area, the word“Miss” appears.

FIG. 22 shows a state achieved after rotation of the rotary bar 101 whenoperation of the O button 12 has been successfully performed over thethree timing areas; that is, a state achieved after rotation of therotary bar 101 when operation of the O button 12 has been performedwhile the rotary bar 101 is situated over all three of the timing areas.As shown in FIG. 22, the judgment ring 100 becomes shatteredsimultaneous with stoppage of rotation of the rotary bar 101, andresultant fragments fly apart. Subsequently, the Ally Character A 111for which the Fight command has been selected in FIG. 9 moves toward anEnemy Character A 114 selected as the object character in FIG. 16 andcommences an attack against the same. The attack power obtained at thistime (i.e., the amount of damage inflicted on the enemy character) ischanged in accordance with the timing at which the O button 12 isoperated on the judgment ring 100.

FIG. 23 shows that the ally character A 111 is making an attack againstthe enemy character A 114 on the basis of the selected command and theoperation result yielded during the course of display of the judgmentring 100. A case where the Fight command has been selected is displayed,thereby showing that the Ally Character A 111 is making an attackagainst the Enemy Character A 114. As mentioned previously, whenoperation of the O button 12 has been performed over the three timingareas during the course of display of the judgment ring 100, the AllyCharacter A 111 makes an attack against the Enemy Character A 114 threetimes on this screen with predetermined attack power.

The previous embodiment is a case where the player has a chance toattempt the second operation even when the first operation has ended infailure. However, the program may be configured such that receipt ofoperation may be completed when the first operation has failed.

FIG. 24 shows that the Ally Character A has finished making an attackagainst the Enemy Character A 114 and returned to its original position.Here, a period from when an action against the character or the objectcharacter of the enemy character is commenced (i.e., a state shown inFIG. 23) until when the action ends (i.e., a state shown in FIG. 24) istaken as one turn. Display processing pertaining to one turn isperformed through the Presentation Image Display Processing pertainingto ST85 (FIG. 15).

FIG. 25 shows procedures of the Judgment Ring Determination Processingpertaining to ST82 (FIG. 15). First, a reference is made to any one ofthe Weapon Table, the Special Table, and the Item Table, all being setin the RAM 23, and the range of the timing area is determined (ST91).Subsequently, the range of the timing area determined in ST91, thepredetermined rotational speed of the rotary bar 101, the predeterminednumber of revolutions of the rotary bar 101, and the size of thejudgment ring 100 are corrected on the basis of the judgment ringcorrection parameters to be described later (ST92). Here, the rotationalspeed of the rotary bar is set to 1.5 seconds/rotation as a basic speed,and the number of revolutions of the rotary bar is set to one rotationas a basic number of revolutions.

When the ally character is held in the Anomalous Status by an attack orthe like of the enemy character, a correction is made on the range ofthe timing area determined in ST91, the predetermined rotational speedand number of revolutions of the rotary bar, and the size of thejudgment ring in accordance with the types of causes, such as thoseshown in a table shown in FIG. 71.

The judgment ring is changed into a Tight Ring—which is provided on thetop row of the table shown in FIG. 71 and has a narrow width—or a PetitRing—which is provided in a row below the Tight Ring and in which thejudgment ring is made small—in accordance with the type of a specialattack made against the ally character by the enemy character and thetype of an anomaly added to the physical attack or the magic attack bythe enemy character. Alternatively, the judgment ring is changed into aBlind Ring which makes the timing areas invisible, or a Random Ringwhich causes a Rotary Bar to rotate different speeds every rotation.Here, in a case where the rotary bar rotates around the judgment ring aplurality of times, the expression “every rotation” means every singlerotation, and, in a case where the rotary bar rotates around thejudgment ring only once, the expression means every time the rotary barpasses through a plurality of the timing areas.

In accordance with the type of a special attack made on the allycharacter by the enemy character or the type of an anomaly added to thephysical attack or the magic attack by the enemy character, the judgmentring is changed into an Up Ring provided in a much lower row shown inFIG. 71, in which the rotational speed of the rotary bar graduallybecomes faster. The judgment ring is also changed into the followingrings provided in lower rows in sequence; namely, a Down Ring in whichthe rotational speed of the rotary bar is gradually decreased; a FakeRing in which a fake effective zone appears in any of the timing areasand operation input ends in a failure when the rotary bar has stopped atthis fake effective zone; and a Reverse Ring in which the rotational barrotates in reverse. At this time, an icon appears over the head of theally character who has sustained an attack from the enemy character. Thethus-corrected respective rings are recovered by an item or magic andreturn to their original shapes. The ring is revived after completion ofthe fight or is naturally revived after several turns.

When the HP of the ally character has come to 0 upon sustaining attacksfrom the enemy character, the ally character has fallen into a faint onthe screen and enters an idle state in which the ally character is lyingon the floor while looking upward. The ally character regainsconsciousness by virtue of an item or magic. The ally character recoversafter completion of the fight or naturally recovers after several turns.

Then, there is performed judgment ring variation display processing fordisplaying the judgment ring 100 within the range of the timing areafinally determined in ST92, as well as rotationally displaying therotary bar 101 at the determined rotational speed and with thedetermined number of revolutions (ST93). The timing areas and thejudgment ring correction parameter will be described later.

FIG. 26 shows the Weapon Table. This is a table set when the command hasbeen set by the player. As shown in FIG. 26, an available weapon isdetermined according to the type of the ally character. The individualcapability of an item to be used and the ranges of the respective timingareas are set according to the type of the weapon.

The individual capability of an item to be used is used for computingthe amount of damage inflicted on the enemy character (i.e., the amountof damage inflicted on the opponent). The greater the numeral of theindividual capability of the item to be used, the larger the amount ofdamage inflicted on the enemy character.

As shown in FIG. 28, the range of the timing area is indicated as anangular range bound by a starting angle and an ending angle, wherein aposition 100 a where rotation of the rotary bar 101 is commenced istaken as 0°. As shown in FIG. 26, the starting angle and the endingangle are set to different values according to the type of a weapon tobe used. For instance, when the ally character is the Ally Character Aand the available weapon is a weapon A1, the range of the first timingarea 102 is set to an angular range of 90° with the starting angle of45° and the ending angle of 135°. The range of the second timing area103 is set to an angular range of 67° with the starting angle of 180°and the ending-angle of 247°. The range of the third timing area 104 isset to an angular range of 45° with the starting angle of 292° and theending angle of 337°.

In the judgment ring 100, a 120% area is set as a specially-effectivearea in the predetermined ranges of the respective timing areas. In thisspecially-effective area, the amount of damage inflicted on the enemycharacter is increased by 20%; i.e., by a factor of 1.2, so long as theO button 12 can be operated while the rotary bar passes through thetiming areas. The 120% area is formed within a range from an angularposition—which is determined by subtracting an angle corresponding tothe 120% area from the ending angle—to the ending angle.

FIG. 27 shows a formula used for computing the amount of damageinflicted on the enemy character.

As shown in FIG. 27, an Assignment Value is set to 0.2 for the firstattack; 0.3 for the second attack; and 0.5 for the third attack.

A Remaining SP Correction Value assumes one until the current SP valuefalls below 25% of the maximum SP value; that is, during a period inwhich a relationship of 25—current SP/maximum SP×100≦0 is satisfied. Theremaining SP correction value assumes 1.01 resulting from addition of0.01 to 1 when the current SP value falls below 25% of the maximum SP;that is, a relationship of 25—current SP/maximum SP×100>0 is satisfied.The SP value is then added in increments of 0.01 every time the SP valuedecreases by one point. Specifically, the remaining SP correction valueis set such that the amount of damage inflicted on the opponentincreases in increments of 1% every time the SP value decreased by onepoint.

Individual Ability of Character shows the STR (physical attack power)shown in FIGS. 8A and 8B. Individual Capability of Item to be Usedcorrespond to values set according to the types of the ally charactersand the types of the weapons, both being shown in FIG. 26.

A Judgment Ring Correction Value assumes 1.2 when the O button 12 isoperated when the rotary bar 101 is situated in the 120% area of thetiming area. The Judgment Ring Correction Value assumes one when the Obutton 12 is operated when the rotary bar 101 is situated in a portionof the timing area other than the 120% area. The Judgment RingCorrection Value assumes 0 when the O button 12 is not operated when therotary bar 101 is situated in the timing area.

In a case where, for example, the Fight command has been selected, whenthe O button 12 has been operated in the three timing areas; namely,when the O button 12 has been operated while the rotary bar 101 issituated in the three respective timing areas, the ally characterrepeatedly makes three attacks against the enemy character, to thusinflict predetermined damage to the enemy character. For instance, whenthe ally character A makes an attack through use of the weapon A1, theamount of damage inflicted on the opponent by the first attack isdetermined by 0.2×remaining SP correction value×STR×6×1(1.2). The numberof points corresponding to the amount of damage is subtracted from theHP of the enemy character. Similarly, the amount of damage inflicted onthe opponent by the second attack is determined by 0.3×remaining SPcorrection value×STR×6×1(1.2), and the amount of damage inflicted on theopponent by the third attack is determined by 0.5×remaining SPcorrection value×STR×6×1(1.2). Thus, the points corresponding to thesedamage amounts are subtracted from the HP of the enemy character.

When the O button 12 has been operated out of operation timing on one ofthe timing areas, the Judgment Ring Correction Values acquired insubsequent timing areas assume 0. For instance, in a case where the allycharacter A makes an attack through use of the weapon A1, when therotary bar 101 is situated in the first timing area, the O button 12 canbe operated. The amount of damage inflicted on the opponent by the firstattack is determined by 0.2×remaining SP correction value×STR×6×1(1.2).However, when the O button 12 is operated out of operation timing in thesecond timing area, the Judgment Ring Correction Value for the secondand third attacks becomes 0, and the amount of damage inflicted on theopponent also becomes 0.

When the HP of the enemy character has become 0, the ally character isconsidered to have defeated the enemy character.

FIG. 28 shows a display of the judgment ring provided when a command isdetermined. The drawing shows the judgment ring 100 for the time ofdetermination of a command when the ally character is the Ally CharacterA and when the Fight command is selected through use of the weapon A1.The judgment ring 100 is formed from the angular ranges of therespective timing areas set in the Weapon Table shown in FIG. 26. Whenthe ally character is the Ally Character A and the Fight command hasbeen selected through use of the weapon A1, the first timing area 102has a starting angle of 45° and an ending angle of 135°0; the secondtiming area 103 has a starting angle of 180° and an ending angle of247°; and the third timing area 104 has a starting angle of 292° and anending angle of 337°. As shown in FIG. 28, in the first timing area 102,the 120% area falls within a range 102 a starting from a starting angle105°, which is obtained by subtracting 30° from the ending angle of135°, and the ending angle of 135°. In the second timing area 103, the120% area falls within a range 103 astarting from a starting angle 224°,which is obtained by subtracting 23° from the ending angle of 247°, andthe ending angle of 247°. In the third timing area 104, the 120% areafalls within a range 104 a starting from a starting angle 322°, which isobtained by subtracting 15° from the ending angle of 337°, and theending angle of 337°.

FIG. 29 shows a display of the judgment ring 100 provided afterdetermination of the command. The drawings show that rotation of therotary bar 101 has been commenced and is passing over the first timingarea 102.

The 120% area is not limited to the above-mentioned case. For instance,as shown in FIG. 30A, the 120% area may be provided as a single areawithin the range defined between the starting angle and thepredetermined angle. Alternatively, as shown in FIG. 30B, two 120% areasmay be provided. FIG. 30A shows a case where the range 102 a definedbetween a starting angle of 45° and an ending angle of 65° obtained byadding 20° to 45°. FIG. 30B shows a case where the range 102 a definedbetween a starting angle of 45° is taken as the 120% area and an endingangle of 65° obtained by adding 20° to 45°, and a range defined betweenan ending angle of 135° and an angle of 105° obtained by subtracting 30°from 135° are taken as the 120% area.

FIG. 31 shows the Special Table. This table is set when the player hasselected the Special command. Here, the term “special” means a commandwhich employs special ability that is individually set for thecharacter. For instance, in the case of the Ally Character A, the allycharacter is transformed into a fusion monster to be described later.The ally character, which had been unable to use the attack magic,becomes able to use the attack magic. As shown in FIG. 31, availablespecial abilities are determined in accordance with the type of the allycharacter. Ability values and the ranges of the respective timing areasare set for the respective special abilities.

As shown in FIG. 31, when the ally character is the Ally Character A,the ally character can use types of attack magic 1 through 3 as thespecial abilities. Ability values set for these types of attack magic 1through 3 are used for computing the amount of damage on the opponent,which is intended for inflicting damage on the enemy character throughuse of the types of attack magic 1 through 3. In this case, the greaterthe ability value of the special ability to be used, the greater theamount of damage on the enemy character; that is, the greater the numberof points to be used for reducing the HP of the enemy character. Here,the types of attack magic 1 through 3 are available when the allycharacter has become transformed into the fusion monster to be describedlater.

In contrast, when the ally character is the Ally Character B, the allycharacter can use types of recovery magic 1 through 3 as the specialabilities. Ability values set for these types of recovery magic 1through 3 are used for computing a recovery value to be used for causingthe allied characters to recover through use of the types of recoverymagic 1 through 3. In this case, the greater the ability value of thespecial ability to be used, the greater the recovery value of the alliedcharacters; that is, the number of points to be used for recovering theHP of the allied characters that have suffered damage from the enemycharacters.

As in the case of the Weapon table, the range of the timing area isindicated as an angular range bound by a starting angle and an endingangle, wherein the position 100 a where rotation of the rotary bar 101is commenced is taken as 0°. The starting angle and the ending angle areset to different values in accordance with the type of a weapon to beused. In addition, depending on the type of special ability to be used,there may arise a case where only the first timing area 102 is set inthe Special table and a case where only two timing areas; that is, thefirst and second timing areas, are set in the Special table. Suchspecial ability is not prepared for the ally character C, and neitherthe ability value nor the ranges of the timing areas are set in theSpecial table in connection with the ally character C.

FIG. 32 shows a formula used for computing the amount of damageinflicted on an opponent when the types of attack magic 1 through 3 havebeen used as the special ability and a formula used for computing arecovery value achieved when the types of recovery magic 1 through 3have been used as the special ability.

As shown in FIG. 32, an assignment value assumes 0.2 when specialability is used for the first time; 0.3 when the special ability is usedfor the second time; and 0.5 when the special ability is used for thethird time.

Personal Capability of Character used in the formula for computing theamount of damage inflicted on the opponent when the types of attackmagic 1 through 3 shown in FIG. 32 are used represents the INT (power ofan attack using magic) shown in FIGS. 8A and 8B. Capability Value ofSpecial Ability to be Used corresponds to an ability value set inaccordance with the type of the ally character and the type of specialability, both being shown in FIG. 31.

The Judgment Ring Correction Value assumes 1.2 when the O button 12 isoperated when the rotary bar 101 is situated in the 120% area of thetiming area. The Judgment Ring Correction Value assumes “1” when the Obutton 12 is operated when the rotary bar 101 is situated in a portionof the timing area other than the 120% area. The Judgment RingCorrection Value assumes 0 when the O button 12 is not operated when therotary bar 101 is situated in the timing area.

In a case where, for example, the Special command has been selected andthe attack magic has been selected as the special ability to be used,when the O button 12 has been operated in all the timing areas, the allycharacter makes an attack against the enemy character through use of theattack magic, to thus inflict predetermined damage on the enemycharacter. For instance, when the ally character A makes an attackthrough use of the attack magic 1, the ally character A makes only oneattack against the enemy character through use of the attack magic,because only one timing area is set. In accordance with the formulashown in FIG. 32, the amount of damage inflicted on the opponent at thistime is computed as a value of 0.2×INT×99×1(1.2). The pointscorresponding to these damage amounts are subtracted from the HP of. theenemy character.

In a case where, for example, the Special command has been selected andthe recovery magic has been selected as the special ability to be used,when the O button 12 has been operated in all the timing areas, the allycharacter works the recovery magic on the allied characters, to thuscause the allied characters to recover from the damage. For instance,when the ally character B uses the recovery magic 1, the ally characterB can use the recovery magic only once, because only one timing area isset. In accordance with the formula shown in FIG. 32, the recovery valuegained by the allied characters at this time is computed as a value of0.2×19×1(1.2). The points corresponding to the recovery value are addedto the HPs of the allied characters.

A comparison is made between the ranges of the timing area set in thetables of the respective characters. In relation to the weapon tableshown in FIG. 26, the ranges of the timing areas set for the allycharacter A are generally wider than the ranges of the timing areas setfor the ally character B. For instance, a total of the ranges of thetiming areas set for the weapon A1 falls within an angular range of(135°-45°)+(247°-180°)+(337°-292°)=202°. A total of the ranges of thetiming areas set for the weapon B1 falls within an angular range of(125°-50°)+(205°-157°)+(282°-247°)=185°.

The reason for this is that the ally character A is set, in the story,as a male who has high muscular strength and high physical attack power.For this reason, the ally character A excels over others in making anattack through use of weapons. Accordingly, the ranges of the timingareas employed in the case of use of a weapon; that is, at the time ofselection of the weapon table, are set wide, and the degree ofdifficulty in operating the judgment ring 100 is low.

Conversely, in the special table shown in FIG. 31, the ranges of thetiming areas set for the ally character B are wider than the ranges ofthe timing areas set for the ally character A.

The reason for this is that the ally character B is set, in the story,as a female sorcerer. For this reason, the ranges of the timing areasemployed in the case of use of the recovery magic; that is, at the timeof selection of the special table, are set wide, and the degree ofdifficulty in operating the judgment ring 100 is low.

As mentioned above, the features of the respective characters set in thestory are taken into the requirements for executing the judgment ring100. As a result, there are provided not only a technical interveningelement but also amusement for searching a command conforming to eachcharacter, thereby enhancing interest in the game.

FIG. 33 shows an Item Table. This is set when the player has selectedthe Item command. Individual capabilities of the respective items to beused and the ranges of the respective timing areas are set in accordancewith the types of the items to be used. As shown in the Item Table,items A through C can be commonly used for all the ally characters. Theitems A through C are for recovering the HPs of the allied characterswhich have been reduced upon infliction of damage by the enemycharacters. Accordingly, the individual capabilities of the items to beused in this Item Table are used for computing recovery values to beused for causing the allied characters A through C to recover throughuse of the items A through C.

The formula used for computing the recovery values achieved when theally character has used the items A through C is identical with thatshown in FIG. 32. An assignment value assumes 0.2 when the items areused for the first time; and 0.3 when the items are used for the secondtime.

FIG. 34 shows a Judgment Ring Correction Parameter Table. This JudgmentRing Correction Parameter Table shows parameters (hereinafter called“Judgment Ring Correction Parameters”) for changing a display mode ofthe judgment ring 100 (i.e., the ranges of the timing areas, therotational speed and number of revolutions of the rotary bar 101, andthe size of the judgment ring) and detailed changes in the display mode.

Types of the judgment ring correction parameters shown in the JudgmentRing Correction Parameter Table include “Item,” “Enemy Magic,” and“Event Type.”

As shown in the Judgment Ring Correction Parameter Table, ten types ofitems (items D through M) are set for items serving as the judgment ringcorrection parameters. These items become available by the party of allycharacters satisfying predetermined conditions in respective sub-maps.When these items are used in the battle situation or in a shop, thedisplay mode of the judgment ring 100 differs from that provided innormal times, and the judgment ring 100 is displayed in a manner whichis very advantageous to the player.

Efficacy yielded as a result of use of the respective items will bedescribed.

(1) When the item D or E is used, the ranges of the respective timingareas are broadened to double size. Namely, operation of the O button 12becomes easy.

(2) When the item F or G is used, the rotational speed of the rotary bar101 becomes one-half. Namely, operation of the O button 12 becomes easy.

(3) When the item H is used, the ranges of the respective timing areasare broadened to double, and the rotational speed of the rotary bar 101becomes half.

(4) When the item I is used, the rotational speed of the rotary bar 101is changed irregularly; i.e., faster or slower. However, when the Obutton 12 is operated well, the attack power; i.e., the amount of damageinflicted on an opponent, becomes tripled, thereby bringing the playerinto a very advantageous state.

(5) When the item J is used, the entire area of the judgment ring 100becomes a timing area. Success is achieved regardless of where the Obutton 12 is operated.

(6) When the item K is used, the number of revolutions of the rotary bar101 is increased to a maximum of seven times, although the number ofrevolutions is usually one. In this case, the player can operate the Obutton 12 carefully.

(7) When the item L is used, the efficacy of the item is enabled, andthe number of rotations of the rotary bar 101 is increased. The amountof damage inflicted on an opponent is increased in accordance with thenumber of revolutions consumed until the O button 12 is successfullyoperated.

(8) When the item M is used, no timing areas are displayed on thejudgment ring 100. However, the number of ally characters that makeattacks and their attack powers are randomly determined in response to atiming at which the O button 12 is operated.

Even in the case of the Judgment Ring Correction Parameter Table,parameters corresponding to blanks in the table remain unchanged as innormal times.

Acquisition of the items D through M as the judgment ring correctionparameters enables development of the game that is very advantageous tothe player. Therefore, these items are set as rare items which are notacquired easily.

The Enemy Magic set as one of the judgment ring correction parametersindicates specific enemy magic among types of magic possessed by theenemy character (hereinafter called “enemy magic”). When any of thetypes of enemy magic has been worked on the ally character, the displaymode of the judgment ring 100 becomes disadvantageous to the player. Inthe Judgment Ring Correction Parameter Table, six types of enemy magic(enemy magic A to F) are set in the Enemy Magic as the judgment ringcorrection parameters.

Efficacy yielded when the ally character has been subjected to therespective types of enemy magic will now be described.

(1) When the enemy magic A has been worked on the ally character, theranges of the timing areas on the judgment ring 100 become half.

(2) When the enemy magic B has been worked on the ally character, therotational speed of the rotary bar 101 is doubled.

(3) When the enemy magic C has been worked on the ally character, thesize of the judgment ring 100 becomes half.

(4) When the enemy magic D has been worked on the ally character, thesize of the judgment ring 100 becomes doubled, but the ranges of thetiming areas on the judgment ring 100 become half.

(5) When the enemy magic E has been worked on the ally character, thesize of the judgment ring 100 becomes doubled, but the rotational speedof the rotary bar 101 is changed irregularly; i.e., made faster orslower. Even when the O button 12 has been operated well, the attackpower is not tripled, in contrast with the case of the item I, andremains as in normal times.

(6) When the enemy magic F has been worked on the ally character, theranges of the timing areas, the rotational speed of the rotary bar 101,and the size of the judgment ring 100 are randomly determined within therange from a half size to a double size.

The Event Type set as one of the judgment ring correction parameterscorresponds to an event in which the party of ally characters fightsagainst specific enemy characters. When this event has arisen, thedisplay mode of the judgment ring 100 becomes disadvantageous to theplayer. In the Judgment Ring Correction Parameter Table, four types ofevents (middle bosses A through C, and a wrath boss) are set in theEvent Type as the judgment ring correction parameters.

Efficacy yielded at the time of occurrence of the respective event typeswill now be described.

(1) Event type “Middle Boss A” is an event in which the party of allycharacters encounter and fight against a middle boss A, which is onetype of enemy boss character. When this event has arisen, the rotationalspeed of the rotary bar 101 becomes doubled.

(2) Event type “Middle Boss B” is an event in which the party of allycharacters encounters and fights against a middle boss B, which is onetype of enemy boss character. When this event has arisen, the ranges ofthe timing areas become half.

(3) Event type “Middle Boss C” is an event in which the party of allycharacters encounters and fights against a middle boss C, which is onetype of enemy boss character. When this event has arisen, the ranges ofthe timing areas become half, and the rotational speed of the rotary bar101 is changed irregularly, such as made faster or slower.

(4) Event type “Wrath Boss” is an event in which the party of allycharacters encounters and fights against a wrath boss, which is one typeof enemy boss character. When this event has arisen, the ranges of thetiming areas become half.

Here, the boss characters are enemy characters which enable acquisitionof a much larger number of points when defeated, as compared with thepoints acquired by defeating the ordinary enemy characters. As mentionedabove, the display mode of the judgment ring 100 becomes difficult forthe player.

FIG. 35 shows procedures of Judgment Ring Judgment Processing pertainingto ST83 (FIG. 15). This processing corresponds to thepreviously-described Judgment Ring Determination Processing and issubsequent to commencement of rotation of the rotary bar 101 in thejudgment ring 100. First, the player operates the O button 12, therebydetermining whether or not an operation signal has been input (ST101).When the result of determination in ST101 is NO, processing proceeds toST107. When the result of determination in ST101 is YES; that is, whenthe input of the operation signal has been ascertained, anotherdetermination is made as to whether or not the rotary bar 101 issituated in any of the timing areas (ST102).

When the result of determination in ST102 is NO, processing proceeds toST107. When the result of determination is YES; that is, when the rotarybar 101 is situated in any of the timing areas, another determination ismade as to whether or not the position of the rotary bar 101 fallswithin the 120% area (ST103). A case where the result of determinationin ST102 is NO is a case where the O button 12 has been operated whenthe rotary bar 101 is situated in the timing area. In this case,operation of the O button 12 performed in subsequent stages becomesinvalid, and requirements for completing display of the judgment ring100 come to be satisfied.

When the result of judgment in ST103 is YES; that is, when the rotarybar 101 is situated in the 120% area, 1.2 is set in the predeterminedarea of the RAM 23 as the judgment ring correction value (ST104). Whenthe result of determination in ST103 is NO; that is, when the rotary bar101 is situated in the timing area other than the 120% area, “1” is setin the predetermined area of the RAM 23 as the judgment ring correctionvalue (ST105).

Next, the amount of damage inflicted on an opponent or the recoveryvalue is computed by means of a predetermined formula on the basis ofthe type of the selected command, the type of the selected allycharacter, and the item used, and a result of computation is set in thepredetermined area of the RAM 23 (ST106).

In ST107, a determination is made as to whether or not requirements forcompleting display of the judgment ring 100 have been satisfied. Here,the requirements for completion include (1) exhaustion of a specifiednumber of revolutions (usually assumes one but may be increased by thejudgment ring correction parameter), and (2) exhaustion of a specifiednumber of times pinpoint stopping action has been performed (usuallyassumes three but may be changed by various parameters). When the resultof determination in ST107 is YES, the Judgment Ring Judgment Processingis completed. When the result of determination is NO, processing returnsto ST101.

FIG. 36 shows procedures of the Soul Point Addition Processingpertaining to ST39 (FIG. 5). This processing is to be performed aftercompletion of one turn in the battle situation. In some cases, pointscalled soul points are provided for the enemy characters against whichthe ally characters are to fight. When the soul points are set in theenemy character defeated by any of the ally characters, the allycharacter acquires these soul points.

FIG. 37 shows a Soul Point Table which show enemy characters and soulpoints thereof. As shown in FIG. 37, the soul points include six typesof attributes; that is, “Light,” “Darkness,” “Wind,” “Earth,” “Water,”and “Fire.” Acquired soul points are added to corresponding Soul PointAddition Counters provided in the RAM 23 in accordance with the types ofthe attributes.

Accordingly, in the Soul Point Addition Processing, reference is firstmade to a Soul Point Table, and soul points set for the defeated enemycharacter are added to corresponding soul point addition counters(ST111). When the defeated enemy character is a monster A, a soul pointof attribute Earth; that is, one point, is added to a soul pointaddition counter having an attribute of Earth, because the soul point ofEarth is set to one. When the defeated enemy character is a monster B,soul points of attribute Darkness; that is, two points, are added to asoul point addition counter having an attribute of Darkness, because thesoul point value of Darkness is set to two. When the defeated enemycharacter is a monster C, nothing is added to a corresponding soul pointaddition counter, because the soul point of the monster C is not set.When the defeated enemy character is a monster D, one is added to thesoul point addition counter having an attribute of Earth, and fourpoints are added to the soul point addition counter having an attributeof Fire, because the soul point value having an attribute of Earth isset to one, and the soul point value having an attribute of Fire is setto four. When the defeated enemy character is a monster E, a soul pointhaving an attribute of Light; that is, one point, is added to a soulpoint addition counter having an attribute of Light, because the soulpoint value of Light is set to one.

Next, a determination is made as to whether or not the soul point(s) has(have) been added to the corresponding soul point addition counter(s).When NO is selected, the Soul Point Addition Processing is completed.When YES is selected, a Screen for Displaying the Number of AcquiredSoul Points is displayed (ST113).

FIG. 38A shows an example display of the Screen for Displaying theNumber of Acquired Soul Points. The number of acquired soul pointshaving an attribute of Light is displayed in an area 121 where the wordLight is displayed, through use of a level indicator 121 a and numerals.The number of acquired soul points having an attribute of Fire isdisplayed in an area 122 where the word Fire is displayed, through useof a level indicator 122 a and numerals. The number of acquired soulpoints having an attribute of Earth is displayed in an area 123 wherethe word Earth is displayed, through use of a level indicator 123 a andnumerals. The number of acquired soul points having an attribute ofDarkness is displayed in an area 124 where the word Darkness isdisplayed, through use of a level indicator 124 a and numerals. Thenumber of acquired soul points having an attribute of Wind is displayedin an area 125 where the word Wind is displayed, through use of a levelindicator 125 a and numerals. The number of acquired soul points havingan attribute of Water is displayed in an area 126 where the word Wateris displayed, through use of a level indicator 126 a and numerals.

The soul points are set such that the level of the ally characterincreases in increments of one in accordance with the number of acquiredsoul points. When the level of the ally character has increased, theally character can fight against the Fusion Monster to be describedlater. Here, the Fusion Monster is an enemy character set so as toimpart special ability to the ally character on condition that the allycharacter has won over the fusion monster. The special ability is theability of the ally character to transform into the fusion monsteritself.

FIG. 39 shows an example of the number of soul points required to reacha certain level (called a “fusion level”) on condition that the allycharacter fights against fusion monsters. Here, the fusion monstersinclude six types of fusion monsters corresponding to the attributes ofthe soul points (i.e., a light fusion monster, a fire fusion monster, anearth fusion monster, a darkness fusion monster, a wind fusion monster,and a water fusion monster).

The embodiment shown in FIG. 39 describes the number of soul pointsrequired to reach a certain fusion level on condition that the allycharacter fights against the Fire Fusion Monster. In this case, when thenumber of acquired soul points has reached 80, the fusion level isincreased to two, and the ally character can fight against the firefusion monster of corresponding level. When the number of acquired soulpoints has reached 300, the fusion level is increased to three, and theally character can fight against the fire fusion monster ofcorresponding level. Moreover, when the number of acquired soul pointshas reached 999, the fusion level becomes MAXIMUM, and the allycharacter can fight against the fire fusion monster of correspondinglevel. Thus, the fusion level is increased in accordance with the numberof acquired soul points. When the fusion level is increased, the attackpower of the fusion monster is set to be increased as well. When thefusion monster is defeated, the ally character acquires the ability tobe transformed into the defeated fusion monster itself.

Accordingly, the numerals provided over the respective level indicators121 a to 126 a shown in FIG. 38A indicate the current fusion levels. Forinstance, Level: 3 is displayed over the level gauge 121 a where thenumber of acquired soul points having the Light attribute is to bedisplayed, thereby indicating that the fusion level is three. Numeralsprovided below the respective level indicators 121 a to 126 a indicatethe number of currently-acquired soul points/the maximum number ofacquired points. For instance, 998/999 is displayed below the levelindicator 121 a where the number of acquired soul points having theLight attribute is to be displayed, thereby indicating that the numberof currently-acquired soul points is 998 and that the maximum number ofacquired points is 999.

Graphic indicators of the respective level indicators 121 a through 126a are set so as to come to the right end when the fusion level isincreased as a result of having attained a predetermined number ofacquired soul points. Accordingly, when the fusion level has increased,the graphic indicators of the level indicators 121 a to 126 a arecleared.

An example display of the Screen for Displaying the Number of AcquiredSoul Points shown in FIG. 38B shows that a certain fusion level has beenincreased on condition that the words Level Max are displayed in thearea 121 where the letter Light as already been displayed; that thenumber of acquired soul points having the Light attribute has reached999; and that the player can fight the light fusion monster. An exampledisplay of the Screen for Displaying the Number of Acquired Soul Pointsshown in FIG. 38B shows that a certain fusion level has been increasedfrom two to three on condition that the words Level UP! are displayed inthe area 122 where the word Fire has already been displayed; that thenumber of acquired soul points having the Fire attribute has reached300; and that the player can fight against the fire fusion monster.

A determination as to whether or not the ally character fights againstthe fusion monster depends on a result of selection of a command issuedby the player. Command selection becomes effective only when the fusionlevel has increased. For instance, an increase in fusion level can bereadily ascertained, so long as the words Level Up! or Level Max, suchas those shown in FIG. 38B, appear. Therefore, the player can fightagainst the fusion monster by means of selecting a predetermined commandin the next battle situation.

A battle against the fusion monster is performed in a Graveyarddifferent from the scene of an ordinary battle situation. When thefusion level has increased, a Fusion command is added to the commandmenu. When the Fusion command has been selected, the ally character isguided to the Graveyard, where the ally character can fight against thefusion monster.

FIG. 40 shows that the Graveyard is displayed on the display 16. Here,six tombstones 131 through 136 are displayed and correspond to therespective fusion monsters. The tombstone 131 affixed with the wordLight corresponds to the light fusion monster; the tombstone 132 affixedwith the word Fire corresponds to the fire fusion monster; the tombstone133 affixed with the word Earth corresponds to the earth fusion monster;the tombstone 134 affixed with the word Darkness corresponds to thedarkness fusion monster; the tombstone 135 affixed with the word Windcorresponds to the wind fusion monster; and the tombstone 136 affixedwith the word Water corresponds to the water fusion monster.

So long as any one is selected from the tombstones, a fusion monstercorresponding to the thus-selected tombstone appears, and the allycharacter can fight against the fusion monster.

In an example display shown in FIG. 40, the tombstones are displayed asdiffering in height from each other, thereby indicating fusion levels ofthe respective attributes. For instance, the tombstone 131 associatedwith the light fusion monster indicates that the fusion level of theattribute Light is MAXIMUM. The tombstone 132 associated with the firefusion monster indicates that the fusion level of the attribute Fire isthree. The tombstone 133 associated with the earth fusion monsterindicates that the fusion level of the attribute. Earth is one. Thetombstone 134 associated with the darkness fusion monster indicates thatthe fusion level of the attribute Darkness is one. The tombstone 135associated with the wind fusion monster indicates that the fusion levelof the attribute Wind is three. The tombstone 136 associated with thewater fusion monster indicates that the fusion level of the attributeWater is two.

FIG. 41 shows procedures of Graveyard Command Processing performed whenthe Graveyard command has been selected by the player. First, adetermination is made as to whether or not the player has selected thetombstone (ST121). When the result of determination in ST121 is YES,another determination is made as to whether or not requirements forfighting against a fusion monster corresponding to the tombstone (i.e.,battle requirements) are satisfied (ST122). The battle requirementscorrespond to either the fusion level whose attribute associated withthe selected tombstone has just been increased or the fusion levelhaving already been increased and the ally character not having foughtanother fusion monster subsequently.

When the result of determination in ST122 is YES, there is performed theforegoing Battle Processing in which the player fights against theselected fusion monster. Here, when the ally character has defeated thefusion monster (when YES is selected in ST124), there is performedParameter Change Processing for adding, to the use items of the allycharacter, the ability of the ally character to transform into thedefeated fusion monster (called a “fusion soul”) (ST125).

FIG. 42 shows that the fusion monster 137 associated with the selectedtombstone emerges from the back of the tombstone.

FIG. 43 shows a Fusion Soul Acquisition Screen which appears when theally character has defeated the fusion monster. Here, the words “GetFusion Soul!” appear on the display 16, and the name of the acquiredfusion soul is displayed below the words. In FIG. 43, Soul of Iris isdisplayed as the name of the fusion soul. Here, Iris is the designationof the fusion monster.

As mentioned above, so long as the ally character acquires a fusionsoul, the ally character can make an attack in a subsequent battlethrough use of the fusion soul. Specifically, in a battle situationsubsequent to acquisition of the fusion soul, the name of the acquiredfusion soul (Iris in the case of the foregoing situation) is added tothe command menu as a command. The ally character can transform into thefusion monster as a result of the player selecting the thus-addedcommand. Transformation of the ally character into the fusion monsterdoes not mean simple change in shape, but means that all thecapabilities of the fusion monster can be utilized. Specifically, theally character can become the fusion monster itself.

There will now be described Tool Command Processing which is to beexecuted, when the Tool Command has been selected, on a Menu Screendisplayed as a result of operation of the button on the sub-map. In thisTool Command Processing, changing of the parameters (the HP, the MP, theSP, or the like) of the ally character is enabled by means of the playerusing the item on hand.

FIG. 44 shows procedures of the Tool Command Processing. When the Toolcommand is selected and the Tool Command Processing is executed, an ItemList Screen appears on the display 16 (ST111).

FIG. 45 shows an example Item List Screen. A list of the items theplayer has on hand, the numbers of the items, and the judgment ring 100are displayed on the Item List Screen. Items and the numbers thereof aredisplayed on the screen; that is, ten items A, twelve items B, andtwenty-one items C.

After display of the Item List Screen, the Item Table (FIG. 33) isextracted from the DVD-ROM 31, and the thus-extracted item table is setin the predetermined area of the RAM 23 (ST112). Details of the ItemTable are the same as those provided previously.

A determination is then made, on the Item List Screen, as to whether ornot an item to be used has been selected (ST113). Specifically, aselection cursor 141 is displayed at a position on the left side of theitem list on the Item List Screen. The player operates the up button 7or the down button 8, to thus move the selection cursor 141 up or down.The item on whose left side the selection cursor 141 is situated isselected as an item to be used by means of operation of the O button 12.

When the item to be used has been selected (when the result ofdetermination in ST113 is YES), character selection items are displayedon the Item List Screen (ST114). FIG. 46 shows that the characterselection items are displayed on the Item List Screen. Here, the allycharacter A, the ally character B, and the ally character C aredisplayed as the character selection items. The words “Who is to use?”appear over the character selection items, and a selection cursor 142 isdisplayed at a position on the left side of the character selectionitems.

Next, a determination is made, on the Item List Screen, as to whether ornot the character which is to use the item has been selected (ST115).Specifically, the player moves the selection cursor 142 up or down onthe Item List Screen shown in FIG. 46, by means of operating the upbutton 7 or the down button 8. The character on whose left side theselection cursor 142 is situated is selected as a character to be used,by means of the player operating the O button 12.

So long as the character which is to use the item has been selected(when the result of determination in ST115 is YES), the Judgment RingDetermination Processing is performed (ST116). The Judgment RingDetermination Processing involves the same procedures as those describedby reference to FIG. 25. Specifically, the judgment ring 100 based onthe selected item is displayed, and rotation of the rotary bar 101 iscommenced. A display mode achieved at this time is shown in FIG. 47.During the course of rotation of the rotary bar 101, the selected itemand explanations thereof appear on the display 16.

The Judgment Ring Judgment Processing is then performed (ST117). TheJudgment Ring Judgment Processing involves the same procedures as thosedescribed by reference to FIG. 35. Specifically, an assessment is madeof the pinpoint stopping of the O button 12 performed by the player.Efficacy of the used item on the character is determined in accordancewith the result of determination.

On the basis of the result of determination made through the JudgmentRing Judgment Processing, the parameters of the character selected inST115 are changed (ST118). For instance, when the selected item is onewhich recovers the status of the character, such as the HP value or thelike, the recovery value is computed during the Judgment Ring JudgmentProcessing. The thus-computed value is added to the HP value or the likeof the character.

There will now be described Selling/Buying Command Processing which isperformed by selection of a buying/selling command when a Shop Screenrepresenting a shop where items can be bought/sold appears. During theBuying/Selling Command Processing, an item in that shop can bepurchased, and any of the items the party of ally characters have onhand can be sold.

FIG. 48 shows procedures of the Buying/Selling Processing. First, adetermination is made as to whether or not Buy has been selected on theshop screen (ST121); specifically, a determination is made as to whetheror not Buy has been selected from among the selection items displayed onthe Shop Screen.

As shown in FIG. 49, first, two selection items Buy and Sell aredisplayed on the Shop Screen. A selection cursor 143 is displayed at aposition on the left side of these selection items. The selection cursor143 is moved up or down by means of the player operating the up button 7or the down button 8, thereby selecting any one from the selection itemsby means of operation of the O button 12.

When Buy is selected (when the result of determination in ST121 is YES),a Screen for Selecting Articles to be Purchased (ST122) is displayed. Adetermination is then made, on the Screen for Selecting Articles to bePurchased, as to whether or not articles to be purchased and the numberthereof have been selected (ST123). When the result of determination isYES, another determination is made as to whether or not a purchaser hasbeen specified on the Screen for Selecting Articles to be Purchased(ST124). There is performed Discount Processing for determining adiscount rate for the amount of money incurred in purchasing the articlethrough use of the judgment ring 100 (ST125).

FIG. 50 shows an example Screen for Selecting Articles to be Purchased.A list of commodities handled by the shop and their prices are displayedin a left-side portion of the Screen for Selecting Articles to bePurchased, and a selection cursor 144 is disposed at a position on theleft side of the list. The selection cursor 144 is moved up or down bymeans of the player operating the up button 7 or the down button 8,thereby selecting the item on whose left side the selection cursor 144is situated when the O button 12 is operated.

Displayed in a right portion of the screen are the Number of Items onHand showing the numbers of items that the entire party has on hand orthose that individual ally characters have on hand; the Number of Itemsto be Purchased showing the number of articles selected to be purchased;a total amount of money required to purchase the selected commodities;and the number of guild cards required for obtaining a discount. Thenumber of guild cards on hand is depicted by an asterisk. In relation tospecification of the Number of Articles to be Purchased, the selectioncursor 144 is moved to the left side of a position where the Number ofArticles to be Purchased is to be displayed after selection of thearticles to be purchased, thereby rendering the specification effective.The number of articles to be purchased can be incremented or decrementedby operating the up button 7 or the down button 8, to thus specify thenumber.

Purchaser selection items to be used for selecting a purchaser aredisplayed below the list of commodities. After the number of articles tobe purchased has been selected, the selection cursor 144 is moved to theleft side of the purchaser selection items, thereby renderingspecification of a purchaser effective. The selection cursor 144 ismoved up or down by means of the player operating the up button 7 or thedown button 8, thereby enabling specification of a purchaser. Purchasingof the commodities can be performed on a per-party basis or aper-ally-character basis. The party, the ally character A, the allycharacter B, and the ally character C are displayed as the purchaserselection items.

The judgment ring 100 is also displayed on the Screen for SelectingArticles to be Purchased. This screen is used for the DiscountProcessing, and a discount rate of the article to be purchased isdetermined on the basis of result of pinpoint stopping of the rotary bar101 performed by the player. In the judgment ring 100 displayed on theScreen for Selecting Articles to be Purchased, the ranges of the timingareas are changed in accordance with the article to be purchased. Evenin the case of identical commodities, the ranges of the timing areas arechanged in accordance with the characteristics of the character suchthat the ranges of the timing areas in connection with the character whois skilled in physical attack are made broader than those in connectionwith the other characters when the Fight command has been selected forthe character. The ranges of the timing areas are also changed dependingon the number of guild cards to be used, as will be described later.

When the pinpoint stopping of the judgment ring 100 has been performedwell on the Screen for Selecting Articles to be Purchased, the judgmentring 100 becomes shattered simultaneous with stoppage of rotation of therotary bar 101, as shown in FIG. 51, and blast of the fragments isdisplayed. The words “30% OFF!” then appear. Specifically, when thepinpoint stopping of the rotary bar 101 has been performed well, apreset discount rate is applied, whereby a predetermined amount isdiscounted from the total amount of money for purchasing the articles.Thus, the articles can be purchased with an amount of money smaller thanan ordinary amount.

So long as the total amount of money required to purchase the articleshas been determined again through the procedures of the Selling/BuyingProcessing shown in FIG. 48 and the Discount processing has beencompleted, there is performed Money Held on Hand Processing forascertaining whether or not the article can be purchased with the moneythat the party has on hand (ST126).

When the money held on hand has been ascertained to be sufficient forpurchasing the article in ST126, Parameter Change Processing forregistering the purchased article as an item held by the party or theindividual ally character is performed (ST127).

When the result of determination in ST121 is NO; that is, when Sell isselected, a Screen for Selecting Items to be Sold is displayed (ST128).Next, a determination is made, on this Screen for Selecting Items to beSold, as to whether or not a seller has been specified (ST129). When theresult of determination is YES, a determination is made, on the Screenfor Selecting Items to be Sold, as to whether or not the articles to besold and the numbers thereof have been selected (ST130). There isperformed Surcharge Processing for determining a surcharge rate ofprices for purchasing the articles to be sold, through use of thejudgment ring 100 (ST131).

When the surcharge rate has been determined in ST131 and a final amountof money for purchasing has been determined, there is performedParameter Update Processing for adding the amount of money to the moneyheld by the party or the individual ally character (ST127).

FIG. 52 shows an example Screen for Selecting Items to be Sold. Theparty, the ally character A, the ally character B, and the allycharacter C are displayed as seller selection items at upper positionson this Screen for Selecting Items to be Sold. A selection cursor 145 isdisplayed on the left side of the seller selection items. A list ofitems held on hand by the seller on whose left side the selection cursor145 is situated is displayed below the seller selection items. The namesof the items, the numbers of the items on hand, and prices at which theshop will purchase the items are displayed in the list of the items onhand. The selection cursor 145 is moved up or down by means of theplayer operating the up button 7 or the down button 8.

When the seller is specified by means of the player having operated theO button 12, the selection cursor 145 is moved to the left side of thelist of items held on hand. An article to be sold is selected by meansof the player moving the selection cursor 145 and then operating the Obutton 12. Specification of the number of articles to be sold becomeseffective as a result of the selection cursor 145 moving to the left ofa display of the Number of Articles to be Sold after selection of thearticle to be sold. The number of articles to be sold can be incrementedor decremented through operation of the up button 7 or the down button8.

Selling or buying of the items held on hand can also be performed on aper-party basis or a per-ally-character basis. The party, the allycharacter A, the ally character B, and the ally character C aredisplayed in the seller selection items.

The judgment ring 100 is also displayed on the Screen for SelectingArticles to be Sold, as well. This screen is used for SurchargeProcessing. On the basis of the result of the pinpoint stopping of therotary bar 101 performed by the player, the surcharge rate of the pricefor buying the articles to be sold is determined. In the judgment ring100 displayed on the Screen for Selecting Articles to be Sold, theranges of the timing areas are changed in accordance with the article tobe sold. Even in the case of identical commodities, the ranges of thetiming areas are changed depending on the seller. The ranges of thetiming areas are also changed depending on the number of guild cards tobe used, as will be described later.

When the pinpoint stopping of the judgment ring 100 has been performedwell on the Screen for Selecting Articles to be Sold, the judgment ring100 becomes shattered simultaneous with stoppage of rotation of therotary bar 101, in the same manner as shown in FIG. 51, and blast of thefragments is displayed. The words “30% UP!” then appear. Specifically,when the pinpoint stopping of the rotary bar 101 has been performedwell, a preset surcharge rate is applied, whereby a predetermined amountof money is levied on the price for purchasing the articles. Thus, thearticles can be sold for an amount higher than an ordinary amount.

As mentioned above, a bargain of commodities which reflect the player'sskill can be performed on the Screen for Selecting Articles to bePurchased and the Screen for Selecting Articles to be Sold, by means ofpinpoint stopping of the judgment ring 100.

FIG. 53 shows procedures of the Discount Processing. First, a DiscountCount is reset to 0 (ST141). A determination is then made as to whetheror not a Discount command has been selected (ST142). When the result ofdetermination is NO, the Discount Processing is completed, whereby abargain on an ordinary price is offered. When the result ofdetermination is YES, the Discount Counter is incremented by one(ST143).

A determination is made as to whether or not the selected purchaser hasguild cards corresponding to the count of the Discount Counter (ST144).The number of guild cards on hand is represented with an asterisk on theScreen for Selecting Articles to be Purchased. When the result ofdetermination in ST144 is NO, the Discount Processing is terminated, anda bargain on an ordinary price is offered. When the result ofdetermination is YES, a Trading Table is extracted from the DVD-ROM 31,and the thus-extracted trading table is set in the predetermined area ofthe RAM 23. Judgment Processing is performed on the basis of the tradingtable (ST145). Here, Bargain 1 is formed from a table referred to whenthe purchaser is an individual character (an example table is shown inFIG. 54) and another table referred to when the purchaser is a party (anexample table is shown in FIG. 55). The ranges of the timing areas ofthe judgment ring 100 corresponding to the articles to be purchased areset in these tables. A discount rate, which is applied when the pinpointstopping action has been performed successfully, is also set in thetables.

During the judgment processing performed in ST145, the judgment ring 100whose timing areas have been set on the basis of the trading table isdisplayed on the screen for selecting an articles to be purchased, andthe rotary bar 101 is rotated, thereby making a determination on thepinpoint stopping action performed by the player. Details of theprocessing are identical with those of processing pertaining to ST74.

Through the judgment processing, a determination is made as to whetheror not the pinpoint stopping action has successfully been performed bythe player (ST146). When the result of determination in ST146 is NO, thediscount processing is terminated, and a bargain on an ordinary price isoffered. When the result of determination is YES, a discount rate is setby reference to the set Trading Table (ST147).

Words asking the player whether to still continue a discount bargain;that is, whether to attempt pinpoint stopping of the judgment ring 100,are displayed on the screen for selecting articles to be purchased. Twoselection items; that is, Try and Quit, are displayed (ST148). When Quitis selected (when NO is selected in ST149), processing proceeds toST151, where a price—for which the discount rate set in ST147 is takeninto consideration—is determined. When Try has been selected in ST149(when YES is selected in ST149), a determination is made as to whetheror not the count of the discount counter has reached the upper limitvalue of 2. When YES is selected, processing proceeds to ST151, where aprice is determined. When NO is selected, processing returns to ST143,where processing pertaining to ST143 and subsequent processing arerepeated.

FIG. 54 shows a trading table to which reference is made when apurchacer buys on a character basis. As shown in FIG. 54, the ranges ofthe timing areas are set in accordance with the types of the articles tobe purchased. Here, an item that is well suited to the character is set.For instance, in the case of the ally character A, the weapon A is wellsuited to the character. In the case of the ally character B, the weaponB is well suited to the character. Thus, when the article to bepurchased is well suited to the purchaser, the ranges of the timingareas are set wide, as shown in FIG. 54. In contrast, when the articleto be purchased is not well suited to the purchaser, the ranges of thetiming areas are set narrow, as shown in FIG. 54.

When pinpoint stopping of the rotary bar 101 has been successfullyperformed on the judgment ring 100 displayed on the basis of the tradingtable shown in FIG. 54, the discount rate of the purchase price is setto 10%.

FIG. 55 shows a trading table to which reference is made when thepurchacer buys on a party basis. The ranges of the timing areas are setin accordance with the types of the articles to be purchased in thistable, as well. The discount rate set when the pinpoint stopping actionhas been successfully performed on the judgment ring 100 displayed onthe basis of the trading table shown in FIG. 55 is changed depending onthe number of guild cards; that is, the number of times the pinpointstopping action has been attempted. In the embodiment shown in FIG. 55,when the number of guild cards is one; that is, when the player hasattempted the pinpoint stopping action only once, the discount rate ofthe purchase price is 5%. However, when the number of guild cards istwo; that is, when the player has attempted the pinpoint stopping actiontwice, the discount rate of the purchase price is increased to 15%.

FIG. 56 shows procedures of the Surcharge Processing. First, a SurchargeCount is reset to 0 (ST161). A determination is then made as to whetheror not a Surcharge command has been selected (ST162). When the result ofdetermination is NO, the Surcharge Processing is completed, whereby abargain on an ordinary price is offered. When the result ofdetermination is YES, the Surcharge Counter is incremented by one(ST163).

A determination is made as to whether or not the selected seller hasguild cards corresponding to the count of the Surcharge Counter (ST164).The number of guild cards on hand is represented with an asterisk on theScreen for Selecting Articles to be Sold. When the result ofdetermination in ST164 is NO, the Surcharge Processing is terminated,and a bargain on an ordinary price is offered. When the result ofdetermination is YES, the Trading Table is extracted from the DVD-ROM31, and the thus-extracted trading table is set in the predeterminedarea of the RAM 23. Judgment Processing is performed on the basis of thetrading table (ST165). Here, the Trading table is identical with thatused in the Discount processing.

During the judgment processing performed in ST165, the judgment ring 100whose timing areas have been set on the basis of the trading table isdisplayed on the screen for selecting an articles to be sold, and therotary bar 101 is rotated, thereby making a determination on thepinpoint stopping action performed by the player. Details of theprocessing are identical with those of processing pertaining to ST74.

Through the judgment processing, a determination is made as to whetheror not the pinpoint stopping action has been successfully performed bythe player (ST166). When the result of determination in ST166 is NO, thesurcharge processing is terminated, and a bargain on an ordinary pricesis offered. When the result of determination is YES, a surcharge rate isset by reference to the set Trading Table (ST167).

Words asking the player whether he desires to continue a surchargebargain; that is, whether he desires to attempt pinpoint stopping of thejudgment ring 100, are displayed on the screen for selecting articles tobe sold. Two selection items; that is, Try and Quit, are displayed(ST168). When Quit is selected (when NO is selected in ST169),processing proceeds to ST171, where a price—for which the surcharge rateset in ST167 is taken into consideration—is determined. When Try hasbeen selected in ST169 (when YES is selected in ST169), a determinationis made as to whether or not the count of the surcharge counter hasreached the upper limit value of 2 (ST170). When YES is selected inST170, processing proceeds to ST171, where a price is determined. WhenNO is selected in ST170, processing returns to ST163, where processingpertaining to ST163 and subsequent processing are repeated.

The trading table to which reference is made during the SurchargeProcessing differ from those shown in FIGS. 54 and 55, in that theArticles to be Purchased are replaced with the Articles to be Sold andthe Discount Rate is replaced with the Surcharge Rate.

According to such an embodiment, the display pattern of the judgmentring 100 or the change mode of the display pattern is determined by theaction pattern of the enemy character, as well as by the parameter setfor each ally character. Specifically, the display pattern of thejudgment ring 100 or the change mode of the display pattern changes whenthe ally character has entered the Status Anomaly upon sustainingattacks from the enemy character. In other words, when the StatusAnomaly has arisen in the ally character, the display pattern of thejudgment ring 100 or the change mode of the display pattern is alsochanged. As a result, the judgment ring 100 becomes nonuniform and doesnot comply with the parameter. When the Status Anomaly has arisen in theally character as a result of the ally character having sustainedattacks by the enemy character, the degree of technical intervention bythe player also becomes diversified. Accordingly, the nature of interestin the entire game is enhanced, and the player can maintain his/herinterest even when a similar fight situation is repeated.

In the case of, e.g., the Blind Ring shown in FIG. 72A, a display of thethird timing area 104 among the timing areas 102 to 104 of the judgmentring 100 is made invisible, as indicated by dotted lines shown in thedrawing. Further, in the case of the Fake Ring shown in FIG. 72B, a faketiming area 103 c appears in the second timing area 103. In thesesituations, the player has to perform an operation input by intuitionand is required to perform operation input with much tension, wherebythe interest in the game is greatly enhanced. When the rotational speedof the rotary bar 101 gradually becomes faster or the rotationaldirection of the rotary bar 101 is reversed, the player must performoperation input with much care and boldness, thereby enhancing thenature of interest in the game.

There will now be described Ring Customization Processing which isperformed when a Ring Customization command is selected on the MenuScreen displayed as a result of the button 14 having been operated onthe Sub-Map. During the Ring Customization Processing, any one type ofjudgment ring can be selected and specified for each ally character froma plurality of types of judgment rings in accordance with an operationinput performed by way of the controller 4. The ranges of the timingareas of the specified judgment ring and the efficacy of the timingareas can be changed in accordance with the operation input performed byway of the controller 4. The display mode of a damage attribute of thefinal attack on the display 16 can be changed on an ally character basisin accordance with the operation input performed by way of thecontroller 4. Moreover, a special effect can also be imparted to thedamage attribute of the final attack on a per-character basis inaccordance with the operation input performed by way of the controller4.

FIG. 57 shows procedures of the Ring Customization Processing. FIG. 58shows an example Ring Customization Screen displayed on the display 16.A guide message “Customization of the Ring is performed” appears as aNote at a position which is in the lower left corner of the RingCustomization Screen. Commands; that is, Ability Value, Armament, Magic,Ring Customization, Tarot Card, Aroma Therapy, and Profile, aredisplayed at upper right positions on the screen. A selection cursor 147is displayed on the left side of any one of these commands. Theselection cursor 147 is situated at the left side of the command desiredto be executed, by means of the player operating the up button 7 or thedown button 8 of the controller 4. Then, the button O 12 is operated, tothus enable selection of the command desired to be executed. The RingCustomization command is selected on the illustrated screen. When theRing Customization command has been selected, the Ring CustomizationProcessing shown in FIG. 57 is performed.

During this ring customization processing, a determination is first madeas to whether or not a character which is an object of ringcustomization has been selected (ST201 in FIG. 57). A character which isto be an object of ring customization is displayed at an upper leftposition on the Ring Customization Screen. The Ally Character A isdisplayed on the illustrated example screen. The types of characters tobe displayed at this location are scrolled by means of operating theleft button 9 or the right button 10 of the controller 4. The O button12 is operated while a character desired to be subjected to ringcustomization is being displayed, to thus enable specification of anobject of ring customization.

When the Ring Customization command is selected on the RingCustomization Screen shown in FIG. 58, the Ring Customization Screendisplayed on the display 16 turns into a screen shown in FIG. 59. RingType, Number of Attacks, and Ring Items are displayed, as objects ofring customization, at upper right positions on the screen. Theselection cursor 147 is displayed at the left side of any one of theseobjects. The selection cursor 147 is moved to the object desired to besubjected to ring customization, by means of operating the up button 7or the down button 8 of the controller 4. The O button 12 is thenoperated, thereby specifying an object of ring customization.

A determination is made as to whether or not the object of ringcustomization is a change in ring type (ST202). The Ring Type isselected as an object of ring customization on the example screen shownin FIG. 59, and a guide message “Ring Type is changed” is displayed inthe Note section provided at a lower left position on the screen. Here,the ring type signifies the type of the judgment ring 100. Thepreviously-described judgment ring 100 of normal ring type is set as adefault. However, in the present embodiment, three other types areprovided; namely, a practice ring, a technical ring, and a gamble ring.Total four ring types; i.e., the normal ring, the practice ring, thetechnical ring, and the gamble ring, are displayed on a left portion ofthe screen. Here, the normal ring is highlighted in relation to theother ring types, thereby indicating that the currently-set ring type isthe normal ring.

Players intended to use the normal ring include all players. The normalring is the basic form of the judgment ring 100, and no specific playergroup is set on this normal ring.

The characteristic of the normal ring lies in that processing isterminated when the judgment ring 100, or the attack ring, displayed onthe display 16 as a result of selection of the attack command has failedto be operated well during the course of the game. Specifically, whenthe player has failed to operate the O button 12 of the controller 4while the rotary bar 101 is situated in any of a plurality of the timingareas 102, 103, and 104 formed on the judgment ring 100, the judgmentring 100 disappears at that point in time in the manner mentionedpreviously, thereby terminating the judgment processing. Accordingly,when operation of the O button 12 of the controller 4 has failed whilethe rotary bar 101 is situated in the first timing area 102, the allycharacter does not make any attack. When the player has successfullyoperated the O button 12 of the controller 4 while the rotary bar 101 issituated in any one of the timing areas 102, 103, and 104, the allycharacter then makes attacks in number equal to the successfuloperations, as mentioned previously. When a key-based item is used, therotary bar 101 revolves around the judgment ring 100 in a number ofrotations equal in number to the key-based items.

The characteristic of the normal ring also lies in that the judgmentring 100 displayed on the display 16 as a result of selection of aspecial attack command; i.e., the special attack ring, having achievedsuccess in all the timing areas 102 to 104, the ally character makes aspecial attack. Specifically, when the player has successfully operatedthe O button 12 of the controller 4 while the rotary bar 101 is situatedin any one of the timing areas 102, 103, and 104, the ally charactermakes a special attack. In contrast, when the player has failed duringthe course of the game and operated the O button 12 while the rotary bar101 is not situated in any of the timing areas 102 to 104, the allycharacter does not make any special attacks. The efficacy of the specialattack is changed in accordance with a result of a game played in afinal modulation area 104M.

As shown in FIG. 60, the third timing area 104 and the 120% area 104 aare set as a modulation area 104M in the judgment ring 100. The startingangle of the timing area 104 is assigned to, e.g., an efficacy of 60%;the end angle of the same is set to an efficacy of 100%; and the endangel of the 120% area 104 a is assigned to an efficacy of 120%.Assignment of a percentage to the efficacy is arbitrary and can bechanged in accordance with the type of a special attack, as required.The efficacy of the special attack is determined on the basis of aposition within the modulation area 104M where the rotary bar 101 issituated when the O button 12 is operated. A percentage of efficacy setat the position—where the rotary bar 101 is situated when the O button12 is operated—is determined through direct measurement.

Limitations are imposed on customization of the normal ring. An increasein the efficacy of the timing area stemming from customization of thetiming area, which will be described later, is limited to a maximum of200%. When the damage attribute to be described later is set to PYORI,the special effect to be described later cannot be imparted to the finalattack.

Of all the four ring types, the practice ring has a setting of thelowest difficulty. Although the efficacy of an attack made by thepractice ring is decreased, the O button 12 can be operated with abarrage of operating actions. In order to prevent a highly skilledplayer from using this ring, strict limitations are imposed oncustomization. Players who are intended to use this ring are beginnerplayers who handle the judgment ring 100 or players who do not likeaction.

The characteristic of the practice ring lies in that, even when theattack ring has failed during the course of the game, processing is notterminated. Specifically, even when the player has failed to operate theO button 12 of the controller 4 while the rotary bar 101 is situated inany of a plurality of the timing areas 102, 103, and 104 formed on thejudgment ring 100, the judgment ring 100 does not disappear, and thejudgment processing is continued. However, when the player has failed tooperate the O button 12 in connection with the judgment rings 100 of theother types, the judgment processing is terminated at that point intime. In this practice ring, even when the player has made an operationfailure, the rotary bar 101 continues rotating without modifications,and the judgment processing is not terminated. The ally character thenmakes attacks in number equal to successful operations finally achievedas a result of the player having operated the O button 12 while therotary bar 101 is situated in any one of the timing areas 102, 103, and104. The attack ring of this practice ring does not have any of the 120%areas 102 a, 103 a, and 104 a where the efficacy of the attack isincreased to 120%. When the key-based item is used, the rotary bar 101revolves around the judgment ring 100 in a number of rotations equal innumber to the key-based items, as in the case of the normal ring.

The characteristic of the practice ring lies in that, so long as thespecial attack ring has achieved success in the final modulation area104M, a special attack is then made. Specifically, even in a case wherethe player has failed to operate the O button 12 while the rotary bar101 is not situated in any of the timing areas 102, 103, the specialattack can be made, so long as the player can operate the O button 12while the rotary bar 101 is situated in the final modulation area 104M.The special attack ring of the practice ring does not have any of the120% areas 102 a, 103 a, and 104 a where the efficacy of the attack isincreased to 120%, as well.

In the case of the attack ring of the practice ring, the attack power iscorrected every time the O button 12 is operated by means of skippingany of the timing areas 102 to 104; the O button 12 is operated outsidethe timing areas 102 to 104; or the O button 12 is operated a pluralityof times within any of the areas 102 to 104. For example, when thenumber of operation failures is one, the attack power is corrected to90% of attack power gained when no correction is made. In the case wherethe number of operation failures is two, three, four, . . . , attackpower is corrected to 81%, 72.9%, 65.61%, . . . of the attack powergained when no correction is made.

Limitations are imposed on customization of the practice ring, as well.The 120% areas 102 a, 103 a, and 104 a where the efficacy of the attackis increased to 120% cannot be added to the respective timing areas 102,103, and 104. An increase in the efficacy of the timing area stemmingfrom customization of the timing area, which will be described later, islimited to a maximum of 150%.

Of the four ring types, the technical ring has a setting of fairly highdifficulty, but no limitations are imposed on customization. Playersintended to use this ring are highly-skilled players who are accustomedto handling the judgment ring 100, or those who love customization.

The characteristic of the technical ring lies in that an attack is madeonly when the attack ring has achieved a success in all stages.Specifically, the ally character makes an attack only after the playerhas successfully operated the O button 12 of the controller 4 while therotary bar 101 is situated in all of the timing areas 102, 103, and 104formed in the judgment ring 100. If the player has failed to operate theO button 12 in any one of the timing areas 102, 103, and 104, no attackis made.

The characteristic of the technical ring lies in that, so long as thespecial attack ring has achieved success in all the timing areas 102,103 in a previous stage and success in the final modulation area 104Mwith an efficacy of 100% or more, a special attack is subsequently made.Namely, a special attack is made, so long as the player has successfullyoperated the O button 12 while the rotary bar 101 is situated in therespective timing areas 102, 103 in a previous stage and then hassuccessfully operated the O button 12 while the rotary bar 101 issituated in the 120% area 104 a of the final modulation area 104M. Ifthe player has failed in the game by operating the O button 12 while therotary bar 101 is situated outside the timing area or the efficacy hasbecome less than 100% in the modulation area 104M, no special attack ismade.

As mentioned previously, no upper limits are imposed on customization ofthe technical ring. However, as a result of customization of thetechnical ring, which will be described later, the efficacy of thetiming areas and the widths of the timing areas are doubled. Forinstance, if the efficacy of the areas is set to increase by 5%, theincrease corresponding to the settings will be automatically doubled, toyield 10%. In contrast, both ends of the respective areas will beoriginally narrowed by 2°, but the settings are made such that both endsof the areas are narrowed by a double amount; that is, by 4°.

Of the four ring types, the gamble ring has a setting of the highestdifficulty. The gamble ring is much different from the other rings inthat the rotational speed of the rotary bar 101 is made slightly fasterduring Gambling and a win or a loss in the game is determined by only asingle operation of the button. The rotational speed of the rotary bar101 is usually, e.g., 1.8 seconds/rotation. However the rotational speedis increased so that the time per revolution is 90% that achieved underthe ordinary speed; that is, the time per revolution is set to 1.62seconds/rotation. No limitations are imposed on customization of thegamble ring. Switching can be effected on the Ring Customization Screenbetween a display of the normal ring for “Normal Times” where a gamblingcharacteristic is normal and a display of the gamble ring for “GamblingTimes” where the gambling characteristic is high. Players intended touse this ring are gamblers.

The characteristic of the gamble ring lies in that a timing areaavailable for the attack ring in the Gambling Times is reduced in numberto only one. When the player has successfully operated the O button 12by only one operation while the rotary bar 101 is situated in this onetiming area, there is made an attack which is the same as that made as aresult of the button having been operated three times in the NormalTimes in which a plurality of the timing areas 102 to 104 are available.As a matter of course, when the player has failed by operating the Obutton 12 while the rotary bar 101 is not situated in the one timingarea, no attack is made. The position of the timing area available forthis attack ring and the width of the timing area are computed on thebasis of data pertaining to the timing areas 102 to 104 available forthe attack ring in Normal Times. The 120% area where the efficacy of theattack is increased to 120% is also added to the timing area. When theplayer has successfully operated the O button 12 while the rotary bar101 is situated in the 120% area, the attack power of all attacks isincreased to 120%. The number of rotations of the rotary bar 101 comesto one even in the case where the key-based item is used. However, whenthe key-based item is used, the difficulty is drastically changed inaccordance with the number of revolutions which originally would havebeen increased.

The characteristic of the gamble ring lies in that a timing areaavailable for the special attack ring in the Gambling Times is reducedin number to only one. When the player has successfully operated the Obutton 12 by only one operation while the rotary bar 101 is situated inthis one timing area, there is made a special attack which is the sameas that made by the special attack ring in the Normal Times in which aplurality of the timing areas 102 to 104 are available. As a matter ofcourse, when the player has failed by operating the O button 12 whilethe rotary bar 101 is not situated in the one timing area, no attack ismade. The position of the timing area available for this attack ring andthe width of the timing area are computed on the basis of datapertaining to the timing areas 102 to 104 available for the attack ringin Normal Times. The modulation area 104M and the 120% area where theefficacy of the attack is increased by 120% are formed in the timingarea. When the player has successfully operated the O button 12,efficacy which reflects the efficacy of the area is yielded.

In the present embodiment, the gamble ring is computed on the basis ofdata pertaining to the timing areas 102 to 104 available for the attackring and the special attack ring of the normal ring in Normal times.However, the ring type based on this standard is not limited to thenormal ring. For instance, the gamble ring may be computed withreference to, e.g., the practice ring or the technical ring.

The positions, widths, and types of the timing areas available for thegamble ring are determined as follows.

The types of all the areas available for the attack ring and the specialattack ring in Normal times are first examined. When an area where theefficacy of attack power can be increased is present in the areas, thearea is included in the areas available for the gamble ring. The term“area type” used herein includes a modulation area type (correspondingto the modulation area 104M), a strike area type (corresponding to the120% areas 102 a, 103 a, and 104 a), and a normal area type(corresponding to the timing areas 102, 103, and 104).

Position of the area is now determined. The area position is set to amean position of all the areas available for the attack ring or thespecial attack ring in Normal Times. The width of the area is computedfrom the number of areas and the number of rotations of the rotary bar101, by means of Equation (1) provided below.Area Width=A÷B  (1)

Here, A is a total width of all areas; B is a value obtained by addingup all values from 1 to n; and “n”=the number of areas×the number ofrevolutions of the rotary bar 101. For instance, in the case of n=3,there is derived B=1+2+3=6.

Actual computation pertaining to Equation (1) is performed separately inaccordance with the area type. Specifically, the area type is amodulation area type; the modulation area 104M is formed from the timingarea 104 and the 120% area 104 a, as illustrated in FIG. 60. Therefore,computation of the area width is performed separately; that is,computation of the width of the timing area 104, and computation of thewidth of the 120% area 104 a. When the area type is the strike-typearea, computation of the area width is performed separately; forexample, computation of the width of the timing area 103, andcomputation of the width of the 120% area 103 a. The minimum widths ofthe respective areas are taken as 1°

For instance, under the assumptions that three areas 1, 2, and 3 areavailable for the gamble ring in Normal Times; that the starting angleof each of the areas is “t”; that the end angle of each of the areas is“e”; and that the width of the strike area from the end angel “e” to thestart angle “t” is “w,” the following are presumed.Area 1: t=7°, e=97°, w=15°Area 2: t=142°, e=210°, and w=12°Area 3: t=279°, e=325°, and w=10°

Under this assumption, when the number of revolutions is one and thearea type is the strike-area type, the position and width of the gamblearea are computed as follows:

Center angles c1, c2, and c3 of the areas 1, 2, and 3 are computed asfollows:Area 1: c1={(97−7)÷2}+7=52°Area 2: c2={(210−142)÷2}+142=176°Area 3: c3={(325−279)÷2}+279=302°

The center C of the gamble ring comes to a mean value of thethus-computed center angles c1, c2, and c3 and is computed as expressedby the following formula.C=(52+176+302)÷3≈177°

This center C is the position of the gamble area.

The width of the gamble area is computed as follows:

Widths nw1, nw2, and nw3 of the normal areas of the areas 1, 2, and 3are computed by the following expressions:Area 1: nw1=97−7−15=75°Area 2: nw2=210−142−12=56°Area 3: nw3=325−279−10=36°

A total A1 of the area widths nw1, nw2, and nw3 is computed asrepresented by the following expression.A1=75+56+36=167°

The area widths sw1, sw2, and sw3 of the strike areas of the areas 1, 2,and 3 are 15°, 12°, and 10° from the above assumptions. A total A2 ofthese widths is computed as represented by the following expression:A2=15+12+10=37°

Since the number of areas is 3 and the number of revolutions is 1, “n”and B are computed as represented by the following expressions.n=3×1=3B=1+2+3=6

Therefore, the width NW of the normal area and the width SW of thestrike area are computed as represented by the following expressions:NW=A1÷B=167÷6≈28°SW=A2÷B=37÷6≈6°

As a result, the starting point and end point of the area for the gamblering to be sought are computed as follows:Starting point of area=C−{(NW+SW)÷2}=177−{(28+6)÷2}=160°End point of area=Starting point of area+(NW+SW)=160+(28+6)=194°

Specifically, the area range of the gamble ring is 160 to 194°, and thestrike area is located at the back end of 6°.

The above example computation is based on the assumption that the numberof revolutions is one. However, when a third key item is used, thenumber of revolutions becomes three. The range and position of thegambling area which are obtained when the number of revolutions is threeare determined as follows. Here, as in the above case, the area type isassumed to be the strike area.

The area determined in this case takes the same position of 177° asobtained in a case where the number of revolutions is one. A total valueA1 of widths of the normal areas assumes the same value of 167° as in acase where the number of revolutions is one. A total value A2 of thestrike area also assumes the same value of 37° as obtained in a casewhere the number of revolutions is one. Further, the number of areas isthree and the number of revolutions is three, and hence “n” assumes 9 asrepresented by the following equation.n=3×3=9

Therefore, B—which is a cumulative total of values from 1 to “n”—assumes45. Therefore, the area width NW of the normal area and the area widthSW of the strike area are computed as represented by the followingequations.NW=A1÷B=167÷45≈4°SW=A2÷B=37÷45≈1°

Therefore, the starting point and the end point of the gambling area tobe sought are computed as follows.Starting point of the area: C−{(NW+SW)÷2}=177−{(4+1)÷2}≈175°Ending point of the area: Starting point of thearea+(NW+SW)=175+(4+1)=180°

Specifically, the range of the gamble ring is defined as 175° to 180°,and the strike area for the gamble ring is located at the back end of1°.

When the Ring Type on whose left side the selection cursor 147 issituated is selected as an object of customization on the RingCustomization Screen shown in FIG. 59, YES is selected as a result of adetermination as to ring customization processing pertaining to ST 202shown in FIG. 57. When an object other than the Ring Type has beenselected, NO is selected as the result of determination, and processingproceeds to ST 205 to be described later. When YES is selected as theresult of determination, the Ring Customization Screen displayed on thedisplay 16 shown in FIG. 59 turns into a Ring Type Screen shown in FIG.61. The selection cursor 147 is displayed on the left side of any one ofthe four ring types provided on the left part of the screen. On theillustrated screen, the selection cursor 147 is displayed on the leftside of the Technical Ring. A guide message “An attack is made only whensuccess is achieved in all hit areas” is provided in the Note sectionlocated at a lower left position on the screen. Brief explanations aboutthe Technical Ring pointed out with the selection cursor 147 areprovided.

When the player has operated the Δ button 11 of the controller 4 whilethis screen is displayed, the screen appearing on the display 16 turnsinto an Explanatory Screen of Ring Type shown in FIG. 62. A detailedexplanation about the selected ring type is displayed on this screen.The ring type to be displayed can be changed by means of operating theup button 7 or the down button 8 of the controller 4. The selectioncursor 147 is moved on the Ring Type Screen shown in FIG. 61, by meansof operating the up button 7 or the down button 8 of the controller 4,and the O button 12 is operated while the selection cursor 147 issituated at the left side of the ring type to be selected, therebydetermining a ring type to be selected. For instance, as illustrated,the O button 12 is operated with the selection cursor 147 situated atthe left side of the Technical Ring, whereby the Technical Ring can beset as the ring type to be selected.

In the above descriptions, the normal ring is set as a default. Thenormal ring is changed to any of the three types of rings. However, aring other than the normal ring may be set as the default. In this case,the default is changed to any one of the three ring types other than thedefault ring type. Alternatively, no ring type is set as a default, andany one ring type may be specified from the four ring types by means ofcustomization.

When the ring type to be changed is determined, attack ring/specialattack ring determination processing is performed during the ringcustomization processing shown in FIG. 57 (ST 203). Through theprocessing, various parameters, such as a customized attack ring and acustomized special attack ring, are determined in accordance with anoperation input performed by the player through use of the controller 4.In this case, customization limitation processing is performed (ST 204).Specifically, a minimum interval between adjacent hit areas is set to5°, and ring customization for further reducing the interval cannot beperformed. Customization limitation processing set for the respectivering types changed in ST202 is also performed. Further, a ring anglerange from 0° to 5° and another ring angle range from 355° to 360° areprohibited. Customization which causes the hit area to enter these angleranges cannot be performed.

Customization of the special attack ring enables customization of onlythe width of the hit area. Customization of the special effect ring canbe performed not for a per-individual attack technique but for an attackon a large unit such as a special attack.

Customization of the attack ring and customization of the special attackring are performed through use of the customization item. Customizationis realized by incorporating the efficacy of the customization item intothe selected basic form. When customization is reset, all thecustomization items used in customizing the attack ring and the specialattack ring are returned; namely, the customization items do notdisappear.

Number of Attacks is selected as an object of customization on the RingCustomization Screen shown in FIG. 59, and a determination is made as towhether or not a request has been issued for changing the number ofattacks (ST 205). When the O button 12 is operated with the selectioncursor 147 being situated on the left side of the Number of Attacks, YESis selected for the determination result, and number-of-attacksselection screen display processing (ST 206) is performed, and thescreen turns into a number-of-attacks screen shown in FIG. 63. When therequest for a change in customization is not the Number of Attacks, NOis selected as the determination result, and processing proceeds toST208 to be described later.

The number of attacks which can be made by the character selected atthat time is displayed on the left part of the Number-of-Attacks Screen,and the selection cursor 147 is displayed at the left side of any one ofthe attack numbers. The numbers of attacks which the ally character Acan make; that is, Five times, Four times, Three times, Two times, andOne time, are displayed on the illustrated example screen, and theselection cursor 147 is situated at the left side of a display of Threetimes. When the O button 12 is operated in this state, number-of-attacksdetermination processing (ST 207) is performed, whereby Three times isselected as the number of attacks to be made by the ally character. Atthis time, three hit areas are set in the judgment ring 100 displayed onthe screen of the display 16, as illustrated.

Five-stage default data are prepared as the number of attacks for eachcharacter. For instance, data pertaining to a maximum of five attacksare prepared for the ally character A. Data pertaining to a maximum offour attacks are prepared for the ally character B, and data pertainingto a maximum of three attacks are prepared for the ally character C. Atthe time of customization, an arbitrary number of times is selected fromthe thus-prepared maximum numbers. However, on the first occasion forselecting the number of attacks, the number of attacks to be performedby the ally character A can be selected from one time to three times;the number of attacks to be performed by the ally character B can beselected from one time to two times; and the number of attacks to beperformed by the ally character C can be selected from only one time.The number of attacks can be increased by means of finding 16 itemscalled Soul of the Rings scattered over the world. The greater thenumber of attacks, the heavier the damage that can be inflicted on theenemy. However, the width of the hit area becomes narrower, thusincreasing difficulty.

When the Ring Item is selected as an object of customization on the RingCustomization Screen shown in FIG. 59, the screen turns into a Ring ItemScreen shown in FIG. 64. Items, such as Hit Area 1, Hit Area 2, Hit Area3, Hit Area 4, Hit Area 5, and Final Attack, are displayed at an upperright position on the screen, and the selection cursor 147 is displayedon the left side of any one of these items. The selection cursor 147 issituated on the left side of the Hit Area 1 on the illustrated examplescreen. Items which enable customization of the Hit Area 1; that is,Efficacy of Hit Area; Hit Area Width; Efficacy of Strike; and StrikeWidth, are displayed on the left part of the screen. The number of itemsheld by the character selected at that time is displayed in the centerof the screen while being categorized into an Efficacy Increase Item andan Area Extension Item.

A determination is made, on this screen, as to whether or not a requesthas been issued for changing a hit area (ST208). When the O button 12 isoperated with the selection cursor 147 being situated at the left sideof any one of the Hit Area 1 to the Hit Area 5, YES is selected as thedetermination result, and Hit Area Selection Screen Display Processing(ST 209) is performed. The screen turns into the Hit Area Screen shownin FIG. 65. When the request for changing customization is not therequest for changing a hit area, NO is selected as the determinationresult, and processing proceeds to ST211 to be described later.

Settings of the respective customizable items can be changed on the HitArea Screen. For instance, in the illustrated example screen—on whichthe screen for changing the Hit Area 1 is displayed and the selectioncursor 147 is situated at the left side of Efficacy of Hit Area—thepercentage of efficacy of the hit area can be reduced by operation ofthe left button 9. The percentage of efficacy of the hit area can beincreased by operation of the right button 10. The efficacy of the hitarea can be increased by 5% as compared with the default value. However,when the efficacy of the area is increased by 5%, the width of that areais reduced at both ends thereof by 2°.

The efficacy of the strike area can be increased or decreased in thesame manner by placing the selection cursor 147 on the left side ofEfficacy of Strike. The efficacy of the strike area can be increased toa maximum of 2% as compared with the default value. However, when theefficacy of the strike area has been increased by 2%, the width of thestrike area is reduced at both ends thereof by 2°. The width of the hitarea can be increased or decreased by placing the selection cursor 147on the left side of Hit Area Width by means of operation of the leftbutton 9 or the right button 10. The width of the hit area can beincreased at both ends thereof to a maximum of 2°. The width of thestrike area can be increased or decreased by placing the selectioncursor 147 on the left side of the Strike Width by means of operation ofthe left button 9 or the right button 10. The width of the strike areacan be increased at both ends thereof to a maximum of 2°.

When the O button 12 is operated while a desired hit area change valueis displayed, hit area determination processing (ST 210) is performed,and values displayed at that time are determined as parameters of thehit area.

A determination is made as to whether or not a request has been issuedfor changing the damage attribute of the final attack on the Ring Itemscreen shown in FIG. 64 (ST 211). When the O button 12 is operated withthe selection cursor 147 situated on the left side of the Final Attack,YES is selected as the determination result. Damage attribute selectionscreen display processing (ST 212) is performed, and the screen turnsinto a Damage Attribute Screen shown in FIG. 66. When the request forchanging customization is not the request for changing the damageattribute, NO is selected as the determination result, and processingproceeds to ST 214 to be described later.

Here, the damage attribute of the final attack signifies a final posturewhich the enemy character assumes when being defeated by the finalattack of the ally character. A default damage attribute is set to BendBackward, as displayed on the left part of the screen. Damage attributesto which the current damage attribute can be changed; that is, “BlownAway,” “Levitation,” “Knock Out,” and “Pyori,” are displayed in thecenter of the screen. The selection cursor 147 is displayed on the leftside of any one of the damage attributes. “Blown Away” is a finalposture wherein the enemy character is linearly blown away over a givendistance at high speed. “Levitation” is a final posture wherein theenemy character is levitated in a parabolic pattern; “Knock Down” is afinal posture wherein the enemy character is linearly knocked down onthe ground and becomes floored upon contact with the ground; and “Pyori”is a final posture wherein the enemy character's movement becomes frozenat that point.

When the O button 12 is operated while the selection cursor 147 issituated on the left side of Knock Down on the illustrated examplescreen, the screen turns into the screen shown in FIG. 67. Namely, thecurrently-selected damage attribute Bend Backward, which is displayed onthe left part of the screen shown in FIG. 66, is changed to Knock Downdisplayed in the screen shown in FIG. 67. When the O button 12 isoperated in this state, damage attribute determination processing (ST213) is performed, and “Knock Down” displayed on the left part of thescreen is determined as the damage attribute. A plurality of damageattributes cannot be set simultaneously during the damage attributedetermination processing.

When the damage attribute has been determined in this manner, the screenturns into the Final Attack Screen shown in FIG. 68. Next, adetermination is made as to whether or not a change request has beenissued for adding a special effect to a damage attribute attack; thatis, the final attack (ST 214). Special effect items which can be addedto the final attack are displayed on the right part of the screen on aper-level basis. Petrifaction Items of levels 1 through 5 and Poisonitems of levels 1, 2 are displayed on the example screen. In addition tothe Petrifaction item for rendering the enemy character unable to fightand the Poison item for inflicting a given amount of damage on the enemycharacter every turn, various special effect items are available; forinstance, a Paralyzation item for rendering the enemy characterimmobilized; a Sealing item for disabling use of the special attack ofthe enemy character; an Instant Death item for rendering the enemycharacter unable to fight; an Effort Destroy item for ignoring a statein which the enemy makes an effort to withstand an attack; a Delay itemfor delaying a timing at which the next turn of the enemy charactercomes; a Physical Attack Power Down item for reducing the physicalattack power of the enemy character; a Special Attack Power Down itemfor reducing the special attack power of the enemy character; a PhysicalDefense Power Down item for reducing the special defense power of theenemy character; an Agility Down item for decreasing the agility ofaction of the enemy character; and an Evasion Rate Down item for slowingan evasion rate at which the enemy character evades the attack of theally character.

Efficacy levels 1 through 5 have previously been set for the respectiveitems, and the items of these efficacy levels can be displayed on thescreen by means of operating the up button 7 or the down button 8 of thecontroller 4. In the case of the item of level 1, damage inflicted onthe enemy character comes to 20%. The items having the levels 2 through5 inflict on the enemy characters damage of 40%, 60%, 80%, and 100%,respectively.

When the O button 12 is operated with the selection cursor 147 situatedon the left side of any one of the Special Effect Items having theselevels, YES is selected as a result of determination made in ST 214.Final attack selection screen display processing (ST 215) is performed,and the screen turns into a Final Attack Screen shown in FIG. 69 for usein selecting armament. When the request for changing customization isnot the final attack change request, NO is selected as the result ofdetermination made in ST 214, and processing proceeds to ST 217.

When the O button 12 is operated with the selection cursor 147 situatedon the left side of the Poison Item having level 2 provided in thescreen example on FIG. 68, the screen turns into the Final Attack Screenon FIG. 69 for use in selecting armament. Specifically, thecurrently-selected Petrifaction item of level 4 displayed in the leftpart of the screen in FIG. 68 is changed to the Poison item of level 2on the screen in FIG. 69. When the O button 12 is operated in thisstate, final attack determination processing (ST 216) is performed, andthe Poison item of level 2 displayed on the left part of the screen isdetermined as the special effect item to be added to the final attack. Aplurality of special effect items cannot be set simultaneously by meansof this final attack determination processing.

In the previous descriptions, the levels have previously been set forthe respective special effect items, thereby determining the efficacy ofthe respective items. However, the number of special effect items to beadded to the final attack is increased by operation of the left button 9or the right button 10 of the controller 4, thereby multiplying theefficacy levels to increase the rate of success and the rate of decreaseof efficacy of the respective items.

Finally, the ring parameter update processing (ST 217) is performed, andthe parameters determined through customization are updated and storedin the RAM 23, and the ring customization processing is terminated.

According to such an embodiment, any one type of judgment ring can bespecified for each character from the four types of judgment rings inaccordance with the operation input performed by the player by way ofthe controller 4. As a result, players can play a game by adjusting thesettings to the individual players. Skilled players as well as beginnerplayers of the game can enjoy the game in accordance with the respectiveskills.

According to the embodiment, expansion of the area of the judgment ring100 and enhancement of the efficacy of the areas can be realized on aper-character basis in accordance with the operation input performed bythe player by way of the controller 4. The damage attribute of the finalattack can be changed on a per-character basis in accordance withoperation input performed by the player by way of the controller 4.Further, a special effect can be added to the damage attribute of thefinal attack in accordance with the operation input performed by theplayer by way of the controller 4. As a result, the attack mode of theally character is changed so as to meet the player's preference, to thuschange the attack mode into various attack mode patterns. This arousesnew interest in the game, whereby the nature of interest in the entiregame is enhanced.

The embodiment of the present invention has been described thus far.However, the present invention is not limited to this embodiment. Forinstance, the controller 4 to be operated by the player may be providedintegrally in the main unit 1.

The present invention can be similarly applied to a portable gamingapparatus integrally comprising an operation section which the playercan operate; a display section for displaying an image and generatingsound; a storage section for storing a game program; and a controlsection for performing control processing in accordance with the gameprogram, as well as to a desktop gaming apparatus.

The present invention can also be applied to a so-called network game,wherein the game program is stored in a server connected to a network,such as the Internet, and a player can play the game by connecting apersonal computer, a portable cellular phone, or a portable dataterminal (PDA) to the server.

As an example, a network gaming system shown in FIG. 70 will bedescribed. In this network gaming system, portable cellular phones 53A,53B, and 53C serving as terminals for playing the game are connected toa PDC network 51 capable of effecting packet communication, by way ofbase stations 52A, 52B. An access is made to a data center 55 by way ofthe PDC network 51 in accordance with the player's operation or a gamestatus. In response to the requests from the portable cellular phones53A, 53B, and 53C, the data center 55 acquires various data sets fromservers 57A, 57B, where data required by the game as well as the gameprogram are stored, by way of the network, such as the Internet, andtransmits data to be required for playing the game to portable cellularphones 53A, 53B and 53C. As in the case of a server 58 shown in FIG. 70,the server where the game data or the like are stored may be connectedto the data center 55 by way of a private communications line 60 withoutuse of the network such as the Internet.

A method which enables a player to play a game is realized bydownloading, before commencement of the game, a game program from theservers 57A, 57B to the portable cellular phones 53A, 53B, and 53C, andthe game program is executed by means of the portable cellular phones53A, 53B, and 53C. Moreover, various conceivable methods include amethod for imparting the role of a browser to the portable cellularphones 53A, 53B, and 53C by causing the servers 57A, 57B to execute thegame program in accordance with commands from the portable cellularphones 53A, 53B, and 53C. Moreover, the portable cellular phones may beinterconnected through use of the PDC network 51, thereby enabling theplayers to share the gaming system or play a multi-player fight game.

According to such an embodiment, any one type of variable display zonespecified for each character from a plurality of variable display zonesin accordance with the operation input performed by the player by way ofthe controller. As a result, players can play a game by adjusting thesettings to the individual players. Skilled players as well as beginnerplayers of the game can enjoy the game in accordance with the respectiveskills.

Moreover, the display pattern of the variable display zone specified bythe variable display zone specifying means or the change mode of thedisplay pattern can be changed on a per-character basis in accordancewith the operation input performed by the player by way of the operationmeans. The pattern—in which the efficacy of the action patterndetermined by the action pattern efficacy determination means isdisplayed on the screen—an be changed on a per-character basis inaccordance with the operation input performed by the player by way ofthe operation means. Still more, the efficacy of the action patterndetermined by the action pattern efficacy determination means can bechanged on a per-character basis in accordance with the operation inputperformed by the player by way of the operation means. As a result, theattack mode of the ally character can be changed in accordance with theplayer's preference, thereby changing the attack mode to various attackmode patterns. This arouses new interest in the game, whereby the natureof interest in the entire game is enhanced.

According to the present invention, the display pattern of the variabledisplay zone or the change mode of the display pattern is determined bythe parameter set for one of the confronting characters as well as bythe action pattern of the remaining confronting character. Specifically,the display pattern of the variable display zone or the change mode ofthe display pattern is changed in accordance with the action pattern ofthe remaining confronting character. For this reason, when the StatusAnomaly or the like has arisen in, e.g., the one confronting character,as a result of action pattern of the other confronting character, suchas an attack, the display pattern of the variable display zone or thechange mode of the display pattern is also changed. Thereby, the displaypattern of the variable display zone or the change mode of the displaypattern has come to be nonuniform and not complying with the parameterand becomes highly diversified. As a result, when the Status Anomalyarises in the one confronting character for reasons of the actionpattern of the other confronting character, such as an attack, thedegree of technical intervention by the player also becomes highlydiversified. Accordingly, the nature of interest in the entire game isenhanced, and the player's interest can be sustained even when, e.g., asimilar fight situation is repeated.

In the case of a configuration in which rendering invisible a displayof, e.g., the effective zone of the variable display zone or changingthe effective zone to a false display is caused by the action pattern ofthe other confronting character, such as an attack or the like, theplayer must perform an operation input by means of intuition and isrequired to perform operation input by intuition. Thus, the nature ofinterest in the game is enhanced.

In the case of a configuration in which, for example, the variationspeed or direction of the variable zone of the variable display zone ischanged in accordance with the action pattern of the other confrontingcharacter, such as an attack or the like, the rotational speed of thevariable zone is gradually increased or the variation direction of thevariable zone is reversed. Hence, the player must perform operationinputs with more care and boldness, thereby further enhancing the natureof interest in the game.

1. A computer-readable program, stored in storage medium forimplementing a game which displays a plurality of characters on ascreen, determines action patterns of the characters by means of aplayer selecting commands, and causes a story to proceed on the screen,the computer-readable program comprising the steps of: specifying, forat least one of the characters, any one of a plurality of types ofvariable display zones whose display patterns change with lapse of time,in accordance with the player's selection; determining a display patternof the variable display zone specified in the specifying step or achange mode of the display pattern by means of parameters set for atleast one character; displaying, on the screen, a specified variabledisplay zone in a determined display pattern or the change mode of thedisplay pattern; determining consistency between timing of inputoperation performed by the player when the display pattern of thevariable display zone is changing and the display pattern of thevariable display zone; and determining efficacy of a determined actionpattern of the character on the basis of a determination result.
 2. Acomputer-readable program stored in memory for implementing a game whichdisplays a plurality of characters on a screen, determines actionpatterns of the characters by means of a player selecting commands, andcauses a story to proceed on the screen, the computer-readable programcomprising the steps of: specifying, for each of the characters, any oneof a plurality of types of variable display zones whose display patternschange with lapse of time, in accordance with the player's selection;determining the display pattern of the variable display zone specifiedin the specifying step or a change mode of the display pattern by meansof parameters set for respective characters; displaying, on the screen,a specified variable display zone in a determined display pattern or thechange mode of the display pattern; determining consistency betweentiming of input operation performed by the player when the displaypattern of the variable display zone is changing and the display patternof the variable display zone; and determining efficacy of the determinedaction pattern of the character on the basis of a determination result.3. The computer-readable program stored in a memory according to claim2, wherein a determination is made while taking, as a reference for thedetermination, chronological consistency between a timing at whichchanging of the display pattern of the variable display zone has startedand timing at which an input operation has been performed by way of anoperation section.
 4. The computer-readable program stored in a memoryaccording to claim 2, wherein the parameters correspond to abilities setfor each character, types of items the character has on hand, or statusof the character.
 5. The computer-readable program stored in a memoryaccording to claim 2, wherein among the plurality of the types ofvariable display zones, a variable zone to become a reference has beenset beforehand; and wherein, when the player does not perform anoperation for changing the variable zone, the variable zone to becomethe reference is taken as a predetermined variable zone.
 6. Thecomputer-readable program stored in a memory according to claim 2,wherein the display pattern of the specified variable display zone orthe change mode of the display pattern is changed on a per-characterbasis in accordance with operation input performed by the player.
 7. Thecomputer-readable program stored in a memory according to claim 6,wherein the variable display zone is formed from a reference zone, and avariable zone which varies relatively with reference to the referencezone; a determination is made as to whether or not the timing at whichthe player has performed the operation input corresponds to a time whenan overlap has arisen between zones whose ranges are set according tothe parameters; and the ranges of the zones are changed in accordancewith the operation input performed by the player.
 8. Thecomputer-readable program stored in memory according to claim 7 whereinthe reference zone is a circular zone; effective zones of the referencezone are sector zones of a predetermined center angle range locatedwithin the circular zone; and an effective zone of the variable zone isan indicator which rotates around an axis of rotation located at acenter of the circular zone.
 9. The computer-readable program stored ina memory according to claim 8, wherein variation speed of the variablezone is set in accordance with the parameters.
 10. The computer-readableprogram stored in memory according to claim 6, wherein the variabledisplay zone is formed from a reference zone, and a variable zone whichvaries relatively with reference to the reference zone, the referencezone and the variable zone respectively including at least one ofeffective zones whose ranges are set in accordance with a parameter andwhich are relatively advantageous to the player, and a non-effectivezone whose range is set in accordance with the parameter and which isrelatively disadvantageous to the player; a determination is made as towhether or not a timing of the operation input performed by the playercorresponds to a time when an overlap exists between the effective zonesof both the reference zone and the variable zone; and a degree ofefficacy of the effective zone is changed in accordance with theoperation input performed by the player.
 11. The computer-readableprogram stored in memory according to claim 10, wherein a variationspeed of the variable zone is set in accordance with the parameter. 12.The computer-readable program stored in memory according to claim 10,wherein the efficacy of the effective zone is the efficacy of an attackmade by the character.
 13. The computer-readable program stored inmemory according to claim 2, wherein a display pattern of the efficacyof the determined action pattern on the screen is changed on aper-character basis in accordance with a player's operation input. 14.The computer-readable program stored in memory according to claim 13,wherein the efficacy of the determined action pattern is a damageattribute of an opponent character inflicted by a final attack of thecharacter.
 15. The computer-readable program stored in a memoryaccording to claim 2, wherein the efficacy of the determined actionpattern is changed on a per-character basis in accordance with anoperation input of the player.
 16. The computer-readable program storedin a memory according to claim 15, wherein the efficacy of thedetermined action pattern is a damage attribute of an opponent characterinflicted by a final attack of the character.
 17. A gaming machinecomprising: an operation section which is operated by a player; and amachine main unit which displays a plurality of characters on a screen,determines action patterns of the characters by means of the playerselecting commands, and causes a story to proceed on the screen, whereinthe machine main unit comprises an action pattern determination sectionwhich determines the action patterns of the characters in accordancewith an operation input performed by way of the operation section; avariable display zone specifying section which specifies, for each ofthe characters, any one of a plurality of types of variable displayzones whose display patterns change with lapse of time, in accordancewith an operation input performed by way of the operation section; avariable display control section which determines the display pattern ofthe variable display zone specified by the variable display zonespecifying section or a change mode of the display pattern, by means ofparameters set for respective characters and displays the variabledisplay zone specified by the variable display zone specifying section,on the screen, in a determined display pattern or the change mode of thedisplay pattern; and an action pattern efficacy determination sectionwhich determines consistency between timing of input operation performedby the operation section when the display pattern of the variabledisplay zone is changing and the display pattern of the variable displayzone and determines efficacy of a determined action pattern efficacydetermined in the action pattern determination section on a basis of adetermination result.
 18. A computer-readable program stored in a memoryfor implementing a game which displays confronting characters on ascreen, determines an action pattern of a character by means of a playerselecting a command, and causes a story to proceed on the screen, thecomputer-readable program comprising the steps of: determining theaction pattern of one of the confronting characters in accordance withan operation input by the player; determining a display pattern of avariable display zone which changes with lapse of time or a change modeof the display pattern, in accordance with a parameter set for aremaining confronting character and the action pattern of the characterof the remaining confronting character; displaying, on the screen, thevariable display zone in the determined display pattern or the changemode of the display pattern; determining consistency between timing ofinput operation performed by the player when the display pattern of thevariable display zone is changing and the display pattern of thevariable display zone; and determining efficacy of the determined actionpattern on the basis of a determination result.
 19. Thecomputer-readable program stored in memory according to claim 18,wherein the parameters correspond to abilities set for each character,types of items the character has on hand, or status of the character.20. The computer-readable program stored in a memory according to claim18, wherein the variable display zone is formed from a reference zone,and a variable zone which varies with reference to the reference zone,the reference zone and the variable zone respectively including at leastone of effective zones relatively advantageous to the player, and anon-effective zone relatively disadvantageous to the player; and thestep of determining the display pattern of the variable display zone orthe change mode of the display pattern corresponds to processing whichchanges the display pattern of an effective zone or the change mode ofthe display pattern when the remaining confronting character has taken apredetermined action against the character.
 21. The computer-readableprogram stored in a memory according to claim 20 wherein the referencezone is a circular zone; the effective zones of reference zones aresector zones of a predetermined center angle range located within thecircular zone; and the effective zone of the variable zone is anindicator which rotates around an axis of rotation located at the centerof the circular zone.
 22. The computer-readable program stored in amemory according to claim 20, wherein the step of determining thedisplay pattern of the variable display zone or the change mode of thedisplay pattern corresponds to processing which, when the remainingconfronting character has taken a predetermined action against thecharacter, renders a display of the effective zone invisible, or changesthe effective zone to a false display.
 23. The computer-readable programstored in a memory according to claim 20, wherein the step ofdetermining the display pattern of the variable display zone or thechange mode of the display pattern corresponds to processing which, whenthe remaining character has taken a predetermined action against thecharacter, makes a width of the effective zone narrow in a travelingdirection of the variable zone, or changes a size of the effective zone.24. The computer-readable program stored in a memory according to claim20, wherein the step of determining the display pattern of the variabledisplay zone or the change mode of the display pattern corresponds toprocessing which changes a variation speed or direction of the variablezone when the remaining character has taken the predetermined actionagainst the character.
 25. The computer-readable program stored in amemory according to claim 24, wherein processing which changes thevariation speed of the variable zone corresponds to processing whichincreases or decreases the variation speed with time.
 26. A gamingmachine comprising: an operation section which is operated by a player;and a machine main unit which displays confronting characters on ascreen, determines action patterns of the confronting characters bymeans of the player selecting commands, and causes a story to proceed onthe screen, wherein the machine main unit comprises an action patterndetermination section which determines an action pattern of one of theconfronting characters in accordance with an operation input performedby way of the operation section; a variable display control sectionwhich determines a display pattern of the variable display zone whichchanges with lapse of time or a change mode of the display pattern, inaccordance with a parameter set for each the remaining confrontingcharacter and the action pattern of a character of the remainingconfronting character, and displays, on the screen, the variable displayzone in a determined display pattern or the change mode of the displaypattern; and an action pattern efficacy determination section whichdetermines consistency between timing of input operation performed bythe operation section when the display pattern of the variable displayzone is changing and the display pattern of the variable display zone,and determines efficacy of a determined action pattern of the characteron a basis of a determination result.
 27. A gaming machine comprising:operation means for being operated by a player; and a machine main unitwhich displays a plurality of characters on a screen, determines actionpatterns of the characters by means of the player selecting commands,and causes a story to proceed on the screen, wherein the machine mainunit comprises action pattern determination means for determining actionpatterns of the characters in accordance with an operation inputperformed by way of the operation means; variable display zonespecifying means for specifying, for each of the characters, any one ofa plurality of types of variable display zones whose display patternschange with lapse of time, in accordance with the operation inputperformed by way of the operation means; variable display control meansfor determining the display pattern of a variable display zone specifiedby the variable display zone specifying means or a change mode of thedisplay pattern, by means of parameters set for each of the characters,and displaying the variable display zone specified by the variabledisplay zone specifying means, on the screen, in a determined displaypattern or the change mode of the display pattern; and action patternefficacy determination means for determining consistency between timingof input operation performed by the operation means when the displaypattern of the variable display zone is changing and the display patternof the variable display zone, and determining efficacy of a determinedaction pattern of a character determined in the action pattern efficacydetermination means on a basis of a determination result.
 28. A gamingmachine comprising: operation means for being operated by a player; anda machine main unit which displays confronting characters on a screen,determines action patterns of the confronting characters by means of theplayer selecting commands, and causes a story to proceed on the screen,wherein the machine main unit comprises action pattern determinationmeans for determining an action pattern of one of the confrontingcharacters in accordance with an operation input performed by way of theoperation means; variable display control means for determining adisplay pattern of a variable display zone which changes with lapse oftime or a change mode of the display pattern, in accordance with aparameter set for each the remaining confronting character and theaction pattern of a character of the remaining confronting character,and displaying, on the screen, the variable display zone in a determineddisplay pattern or the change mode of the display pattern; and actionpattern efficacy determination means for determining consistency betweentiming of input operation performed by the operation means when thedisplay pattern of the variable display zone is changing and the displaypattern of the variable display zone, and determining efficacy of thedetermined action pattern of the character on a basis of a determinationresult.